#1 New STGOD Ruleset
Posted: Tue Apr 20, 2010 11:49 pm
Since about the time the last STGOD ceased, and with SDNW3 tottering over on SDN, Hadri and I have been contemplating ideas for fixing and refining the ruleset that spawned both games and adding lessons learned. Given half the problem before was that an unready ruleset was posted and everything bogged down in rule votes, we figured we needed a game ruleset fairly well conceived and subjected to some tests to release.
Well, we've gotten it mostly done save maybe a couple tweaks and refinements, and having already shown it to GenHav and I believe one or two others (I think Frig has seen it too), I figured it was time to post it and see what people thought.
The ruleset presumes a 1910 start date but with some minor adjustments it can easily be used for games as late as 1930.
So, without further ado, here it is. It's a bit big, but it includes explanation fluff with it and covers things the last STGOD didn't quite cover, including espionage rules.
Ruleset Categories
Great Power - 30 points, +3 to Colonies
Regional Power - 24 points
Great Powers versus Regional Powers:
This is a concept currently for the rule system, the intent of which is to give different playstyles their own type of country. From experience some players tend to focus on the military side of geopolitics, up to and including waging war to gain territory against an enemy perceived as weaker and unsupported. Others prefer to elaborate upon their created nations' internal systems, dramatis personae of government and private business, and the application of statecraft in the maintenance of existing power and influence. Put together, the former will be looking for a fight and will typically find some justification for it, even if they have to invent it, but the resulting conflict inevitably messes up the latter's story plans and even their enjoyment of the game. Conversely, if a game were constructed solely to help the latter, it would involve such rigorous controls on player actions that it would not only eliminate player freedom, it would also complicate the work of the mods.
The idea then is to balance the two out. The current idea is to let the defensive, role-playing players hold the stronger powers while the aggressive players accept states that, while weaker, are not so weak as to be helpless against the stronger states. An aggressive player's regional power can, in fact, triumph over a great power in the sense of forcing acceptance of territorial alteration, especially if it engages in a quick war against an enemy on one particular theater where it uses early initiative and fortune to seize key cities or territory, forcing the Great Power to commit to a long war if it wants to undo these gains. The Russo-Japanese War is a somewhat crude historical example, and pre-WWI Japan is the perfect example of a Regional Power (especially since beating the Russians helped elevate them to acknowledgement of being worthy of Great Power consideration). Conversely, however, if a Regional Power is out to conquer major swaths of territory from a neighboring Great Power, or to even conquer it wholesale, then its chance for success goes way down to the extent of it being national suicide (arguably even two RPs going against a GP would favor the GP on the defensive, at least in the short-term, and even if the two RPs together have more industrial capacity the damage they suffer will cut into that... and leave them vulnerable to other powers).
Now, you might ask if GP players would be required to be absolute creampuffs. Well, somewhat. Great Powers have to declare regions of interest, and outside of those areas or their own borders, they have no strong interest elsewhere. This reflects the areas where their interests and influence brought them to GP status in the years leading up to game start, these are the areas that their elites and their population believe important to the retention of national power and prestige. A Great Power's political ability to act in any aggressive form outside those spheres is therefore virtually nil. If attempted the Government's party members will become concerned, the opposition will attack, and other elites will make public their displeasure. And these will be imposed upon a player with a GP by the mod staff, if rendered necessary by the GP player's behavior.
Inside a Great Power's SoI (Sphere of Interest), the GP has more options. They can behave more aggressively and bellicose in the defense of existing interests, be it protecting a colony or regional client/ally from perceived threat or dealing with local states hostile to its interests. Doing so to expand territories and interests is not as welcome, though it will be considered on a case by case basis. The status quo is typically beneficial to a Great Power, after all, and trying to get more power and land or what have you through aggressive behavior is putting that status quo in jeopardy. Much like the man who killed the goose laying golden eggs, you could end up letting your greed wreck the very thing making you rich. As for borders, if one's border regions are an SoI, the same rules apply, but if not, then the attention paid to borders is there but reduced. Naturally you'll garrison them and most likely have trade links to your neighbor, but aside from keeping an eye out on the neighbors to make sure they're not up to funny business you leave them alone to the extent they leave you and your interests alone.
Furthermore, while Great Powers also get that automatic +3 to Colonies as part of the 9 free points, there is a further restriction in that of the three sphere of interest they may declare, two must have colonies within them. Significant colonial losses inside a sphere of interest will be considered a national catastrophe with loss of prestige and public confidence. Therefore it is in a GP's best interest to have as much colonial territory as possible in the aforementioned spheres. Hopefully this will reduce patchwork approaches with people trying to grab farflung, ultimately undefensible colonial empires all around the map (granted, some spread is logical; look how widespread the German and French Empires were).
Anyway, I've laid out the built-in price of being a Great Power. Regional Powers, at the price of being weaker, have almost no restriction (beyond doing something crazy and insane like attacking a long-established allied neighbor). They are powers that can be on the move, seeking a place in the sun, with a population that desires to see their nation gain more power and prestige. They have no SoI distinctions; they can try to increase influence anywhere (whether they can physically sustain this is another matter).
It should be obvious, from the above statements, that Great Powers will endure greater scrutiny from mods, though I'm intending for the mods to act with appropriate restraint and treat their power as it should be treated; as something to be kept restrained and only used when absolutely necessary. As much as I'd prefer not having mods take such a role, it's necessary to guarantee players do not renege on "the deal" of being GPs.
A final note: Great Powers are not for people looking purely for a chance to play war, experience in games is also preferred simply because a GP is a major part of a game world's power balance and a neophyte to geopolitics and/or playing them is going to risk disrupting that from ill-considered maneuvers. Preferably, GPs will be experienced, mature players who want to play a game of geopolitical maneuver and diplomacy and indulge in role-playing and worldbuilding.
As for RPs, our main standard is that you don't act foolish. Play with skill and you can become a GP yourself, play a normal, baseline game and you'll probably come out well enough, play foolishly and you'll probably bite off more than you can chew and suffer accordingly. Remember: just because you can attack someone to try and gain land doesn't mean you should. Even for an aggressive, expansionist power, diplomacy is going to be a key element of issues.
A final note: you don't necessarily have to play an RP as an aggressive state. Holland and Belgium weren't exactly aggressive states, after all.
Time Scale:
2 RL weeks = 1 in-game Quarter
Country Generation Categories:
Population
0 - 1 million
1 - 10 million
2 - 25 million
3 - 50 million
4 - 75 million
5 - 100 million+
National Resources
0 - National Self-Sufficiency is 5%
1 - National Self-Sufficiency is 20%
2 - National Self-Sufficiency is 40%
3 - National Self-Sufficiency is 60%
4 - National Self-Sufficiency is 70%
5 - National Self-Sufficiency is 80%
Colonial Territory
0 - 0 Colony Points
1 - 50 Colony Points, +1 million population, 100/200 Colonial Army Points, 80 cash/quarter (Requires Navy/Army 2)
2 - 100 Colony Points, +5 million population, 200/400 Colonial Army Points, 90 cash/quarter
3 - 150 Colony Points, +10 million population, 300/600 Colonial Army Points, 100 cash/quarter (Requires Navy/Army 3)
4 - 200 Colony Points, +15 million population, 400/800 Colonial Army Points, 110 cash/quarter
5 - 250 Colony Points, +20 million population, 500/1000 Colonial Army Points, 120 cash/quarter (Requires Navy/Army 4)
Note: The prerequisites are determined by if your colonies are directly linked to you by land or if they are overseas; for land-linked colonies (Russia's empire in Central Asia and Siberia), Army is required; for more classic overseas empires like the rest of Europe's, Navy is required. All Army Points derived from Colonies must be spent on colonial garrisons which, save time of war, are deployed to colonies. The second figure represents the maximum of colonial army units you are permitted to use.
Industry
0 - 10 Industrial Build Points/quarter (IBPs)
1 - 100 IBPs/quarter
2 - 200 IBPs/quarter (requires National Resources 1)
3 - 300 IBPs/quarter
4 - 400 IBPs/quarter (requires National Resources 2)
5 - 500 IBPs/quarter (requires National Resources 3)
Economy
0 - Cannot mobilize, 100 cash points/quarter.
1 - 6 months of war mobilization, 300 cash points/quarter
2 - 1 years of war mobilization, 450 cash points/quarter
3 - 2 years of war mobilization, 600 cash points/quarter
4 - 3 years of war mobilization, 750 cash points/quarter.
5 - 4 years of war mobilization, 900 cash points/quarter.
Infrastructure
0 - 12 months to mobilize all reserves
1 - 8 weeks to mobilize Ready Reserve, 8 months to mobilize Second Line
2 - 6 weeks to mobilize Ready Reserve, 6 months to mobilize Second Line
3 - 4 weeks to mobilize Ready Reserve, 4 months to mobilize Second Line
4 - 3 weeks to mobilize Ready Reserve, 3 months to mobilize Second Line
5 - 2 weeks to mobilize Ready Reserve, 2 months to mobilize Second Line
Navy Power
0 - 0 Navy Points
1 - 400 Navy Points
2 - 800 Navy Points
3 - 1200 Navy Points, 4 Dreadnoughts/Battlecruisers permitted
4 - 1600 Navy Points, 8 Dreadnoughts/Battlecruisers permitted
5 - 2000 Navy Points, 12 Dreadnoughts/Battlecruisers permitted
Army Size
0 - 500 Army Points
1 - 1500 Army Points
2 - 2000 Army Points
3 - 2500 Army Points
4 - 3000 Army Points
5 - 3500 Army Points
Improvement Costs:
Infrastructure improvement is the desired level times 200. For example, upgrading from Infra 3 to Infra 4 costs 4x200 points. At least 25% of the overall cost must be taken up by IBPs, and no more than 50% can be taken up by IBPs, the rest is covered by cash. The range of point allocation to get to Infrastructure 4 is 200 IBPs/600 Cash to 400 IBPs/400 Cash. Minimum time for completion is two years.
Economy improvement is the same formula as infrastructure, (L#x200) = Cost. However, IBPs do not contribute at all to Economy improvement. Completion time is a minimum of two years.
Industry improvement is not by level but by quarterly IBP cap, restricted by National Resources to half-level equivalents (if your NR is 2 you cannot have more than 450 IBPs/quarter, if NR1 then you are restricted to 350IBPs/quarter, if NR0 150IBPs/quarter). Time span is one year and requires both cash and industry in the same formula as Infrastructure. Once an allotment is made from cash budget and IBP queue you must stick to this allotment for the whole year. You will get new IBPs equaling one fourth your quarterly allotment (one sixteenth of the entire yearly expenditure). For example, if you spend 100 IBPs and Cash per quarter for four quarters, you get 25 new IBPs.
Research:
Research will be abstracted to a fair degree. There are five categories to research, representing the "national direction" being favored.
Army provides new artillery, small arms, and equipment for your ground troops.
Navy provides new technologies for your ships, as well as new guns for both ships and shore-based fortifications.
Machinery and Equipment covers new breakthroughs like superior aircraft frames, more efficient farming equipment, radiosets, and eventually specialized vehicles like tanks.
Industry covers all forms of things relating to your industrial and technological sophistication, including advances in manufacturing, productive techniques, and chemistry. New drugs that help save the lives of soldiers and reduce permanent casualties, new manufacturing processes that improve industrial output, and more efficient resource refining that decrease waste in the use of raw materials by the national industries are covered here.
Economy covers the use of technology to improve the efficiency and activity of one's economy, as well as new concepts for the banking system or taxation systems, resulting in an improvement in cash income and trade capability.
The gist of it is the player decides what he wants to develop. The only limit to active research is money. Each research category costs 25 cash per quarter when being actively supported..
As research continues, quarterly rolls will be undertaken by the mods, and each successive quarter will increase the chance for a breakthrough in the desired project, which can include things from tanks to synchronizer gears for aircraft to newer radio technology.
Trade:
Nations trade with one another on a common day to day basis in this time period. The world economy was globalized to an extent not equaled until after WWII. In-game trade is primarily done in the background; one's National Resources rating indicating generally how much one must import to make your industries function. Note that such resources are kept abstract to avoid an overly-complex mechanism with many values to track; one nation might need to import iron for its industries while it has plenty of copper, the second has a deficiency of copper but more than enough iron, but for sake of simplified mechanisms this is kept abstract in the Self-Sufficiency Percentage defined by National Resource scores.
In game governments can also engage in mutual trade agreements. A nation with surplus cash can give that cash to a nation with surplus industrial capacity to build things for said nation, such as weapons to raise an infantry division or warships. It can also purchase existing naval ships or divisions at prices the players will be left open to determine - in the case of purchasing divisions it is presumed you are buying the equipment of a standing division, you must outfit it yourself and apply the manpower with an appropriate training period for the kind of unit you've bought to come into service (The advantage is that it costs no IBPs for either side, as it uses a pre-built division) - the seller gets to return the manpower of his sold unit into his nation. Sold naval vessels, OTOH, are presumed to take a quarter to transfer and a second quarter for the purchaser to raise and assign crew.
Government-arranged trade deals are considered broken up if one side is subjected to an effective blockade.
Blockades:
Naval blockades were a key issue of the period, especially as their legality shifted about.
In a conventional blockade, a nation assigns ships off a port (or ports) of a nation and refuses to permit any ship to transit through the blockade. However, in this era of mines, submarines, and coastal forts with long-ranged guns, such blockades become dangerous for the blockader. Many navies are thus able to consider blockade by other means, whether it is declaring a full blockade and maintaining open ocean patrols with ships to intercept shipping heading toward their enemy's ports or other such means of "long distance blockades", using submersible vessels to enforce blockade at a distance and sink enemy shipping (the German strategy in WWI, with or without unrestricted sub warfare), or laying minefields in narrow bodies of water to prevent shipping (the British, in WWI, laid minefields across the North Sea and the English Channel to limit shipping to Germany). They can even restrict exports to neutrals if they have reason to believe the neutrals are aiding the enemy by providing them surplus from their own imports (again, see Britain's behavior in WWI, restricting exports to Denmark, Holland, and other neutrals to prevent goods from getting to Germany).
In game any of these blockade approaches can be attempted. All have some form of risk - conventional blockading opens your fleet to easier attack, if it's even feasible to blockade all a country's ports with your forces, while other blockades might anger neutrals and even lead to incidents giving them casus belli against you. Regarding limits in exports to neutral countries suspected of aiding an enemy in circumventing the blockade, the neutral nation so restricted may experience some slight loss in IBPs and/or cash (To reflect being unable to export as much), the blockading nation may also be docked cash to reflect restricting their own exports to the neutrals. Either possibility will be determined by the mods.
The benefit to a functioning blockade is that it cuts off a nation from external trade and contact with colonies, effecting both their ability to move troops and their ability to export and import materials and goods. If a blockade is in place and is judged as functioning (effective in other words) then the nation being blockaded has its National Self-Sufficiency score, derived from National Resources, applied to its economy and industrial output. To use an example, if a nation with an NR score of 4 (Self-Sufficiency is 70%), an Economy score of 3 (600 cash/quarter), and a 4 in Industry (400 IBP capacity/quarter) is subjected to an effective blockade, its quarterly income drops to 420 cash and its IBP capacity is reduced to 280 IBPs/quarter - that is, 70% of their normal incomes. This shows what the country can sustain in its homeland by itself.
The mods may modify this further downward if you have a nation that spans home territories across short bodies of water (an Indonesian nation, or a Caribbean one, for instance) and the other side can effectively blockade your internal waters as well (the equivalent of isolating, say, Cuba from Hispaniola).
Espionage:
The years leading up to World War I were just as good for spy stories as were the Cold War years (as Austria's Colonel Redl or Mata Hari can testify to). Spies can be anywhere; they seek technical information, word of diplomatic maneuvers and achievements, and war plans. They also cost money. Spies have to live, after all, and in many cases the people they get their information from choose to betray their country, knowingly or not, because they get some cash slipped to them now and then. In the same token, counter-intelligence requires one to maintain active agents rooting out other countries' spies in your homeland and their agents and informants, which can mean slipping cash as well.
There are two basic costs for active espionage: one for internal operations and one for external. External operations also have a base cost at start. That is, if you enact an operation to get ahold of the diplomatic dispatches of Country A's Foreign Ministry, it will cost you so much money to begin the operation and then a quarterly upkeep cost afterward. You must enact an external operation in this fashion to begin intelligence gathering. Internal operations, OTOH, require only maintenance costs and are presumed to be always ongoing.
Success in operations will be determined by quarterly 3d6 roll. To have a borderline effective internal counter-intelligence operation, you must spend 20 cash every quarter, which means you cause a -2 modifier to any other nation's quarterly operation success rolls. For every extra 10 cash you spend per quarter, you increase the negative modifier - spend $30/quarter and it's -3, $40/quarter and its -4, etc. If you spend below 20 cash per quarter, then your internal security forces are unable to provide effective counter-intel and cause no negative modifier.
On the other end, external operations cost 30 cash in the quarter you set them up and a minimum of 5 cash per quarter maintenance. Every cash point you spend above these figures is counted and accummulates; once you get to 10 cash spent in surplus, you get a +1 modifier to your quarterly operation roll, +2 for 20 cash accumulated, and so on. If you roll a "natural 1" - that is, a 3 in the 3d6 roll - then your op is completely compromised and will fail, meaning you must restart it with the 30 cash startup price and begin re-accumulating the cash surplus.
Naturally only the player and the mod staff, sans any mods with conflict of interest, will know of an actual espionage effort, unless a bad op roll leads to detection. Espionage can be done for myriad things such as getting ahold of mobilization plans and timetables, war plans, government dispatches and messages, detailed Orders of Battle and force expansion/upgrade plans, technical schematics, or detecting secret treaties and agreements,
Navy Costs:
Fitting/trial time requirement halved when mobilized for war.
Dreadnought
Point Value/Starting Unit Cost: 40 points
In-Game: 320 Industrial Points, 8 quarters minimum for construction, 4 quarters for fitting/trials
Repair Cost: 8 Industrial Points
Upkeep Cost: 4 cash/quarter
Manpower: 1,500 men/unit
Battlecruiser
Point Value/Starting Unit Cost: 35 points
In-Game: 280 Industrial Points, 8 quarters minimum for construction, 4 quarters for fitting/trials
Repair Cost: 7 Industrial Points
Upkeep Cost: 3.5 cash/quarter
Manpower: 1,500 men/unit
Pre-Dreadnought Battleship
Point Value/Starting Unit Cost: 30 points
In-Game: 240 Industrial Points, 8 quarters minimum for construction, 4 quarters for fitting/trials
Repair Cost: 6 Industrial Points
Upkeep Cost: 3 cash/quarter
Manpower: 1,000 men/unit
Armored Cruiser
Point Value/Starting Unit Cost: 25 points
In-Game: 150 Industrial Points, 6 quarters minimum for construction, 3 quarters for fitting/trials
Repair Cost: 5 Industrial Points
Upkeep Cost: 2.5 cash/quarter
Manpower: 750 men/unit
Light Cruiser
Point Value/Starting Unit Cost: 10 points
In-Game: 40 Industrial Points, 4 quarters minimum for construction, 2 quarters for fitting/trials
Repair Cost: 2 Industrial Points
Upkeep Cost: 1 cash/quarter
Manpower: 500 men/unit
Submarine
Point Value/Starting Unit Cost: 9 points
In-Game: 18 Industrial Points, 2 quarters minimum for construction, 2 quarters for fitting/trials
Repair Cost: 1 Industrial Point
Upkeep Cost: 1 cash/quarter
Manpower: 50 men/unit
Destroyer
Point Value/Starting Unit Cost: 6 points
In-Game: 12 Industrial Points, 2 quarters minimum for construction, 2 quarters for fitting/trials
Repair Cost: 1 Industrial Point
Upkeep Cost: .5 cash/quarter
Manpower: 100 men/unit
Torpedo Boat
Point Value/Starting Unit Cost: 2 points for Coastal, 3 for Ocean-capable
In-Game: 4/6 Industrial Points, 2 quarters minimum for construction, 1 quarter for fitting/trials
Repair Cost: N/A
Upkeep Cost: .2 cash/quarter
Manpower: 50 men/unit
Army Costs
Cost are displayed as x/y/z to show the different costs for an active unit, a ready reserve division, and a second-line division. In starting forces, a country cannot spend more than 40% of its points on active units or 40% on ready reserve units. (The most active army possible would be a 40-40-20 split of points by percentage.)
Guard units must be in active formations. Artillery Regiments can be active or ready reserve.
Infantry Division
Point Value/Starting Unit Cost: 15/10/5
In-Game: 30/20/10 Industrial Points, 2 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 1.5/1/.5 cash/quarter
Manpower: 16,000 men/unit
Cavalry Division
Point Value/Starting Unit Cost: 15/10/5
In-Game: 30/20/10 Industrial Points, 2 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 1.5/1/.5 cash/quarter
Manpower: 8,000 men/unit
Guards Infantry Division
Point Value/Starting Unit Cost: 25
In-Game: 45 Industrial Points, 3 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 2.5 cash/quarter
Manpower: 16,000 men/unit
Guards Cavalry Division
Point Value/Starting Unit Cost: 25
In-Game: 45 Industrial Points, 3 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 2.5 cash/quarter
Manpower: 8,000 men/unit
Colonial Infantry Division
Point Value/Starting Unit Cost: 15/10/5
In-Game: 30/20/10 Industrial Points, 2 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 1.5/1/.5 cash/quarter
Manpower: 16,000 men/unit
Colonial Cavalry Division
Point Value/Starting Unit Cost: 15/10/5
In-Game: 30/20/10 Industrial Points, 2 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 1.5/1/.5 cash/quarter
Manpower: 8,000 men/unit
Artillery Regiment
Point Value/Starting Unit Cost: 15/10
In-Game: 30/20 Industrial Points, 3 quarters minimum for raising
Repair Cost: 3 Industrial Points
Upkeep Cost: 1.5/1 cash/quarter
Manpower: 3,000 men/unit
Colonial Artillery Regiment
Point Value/Starting Unit Cost: 15/10
In-Game: 30/20 Industrial Points, 3 quarters minimum for raising
Repair Cost: 3 Industrial Points
Upkeep Cost: 1.5/1 cash/quarter
Manpower: 3,000 men/unit
Engineer Regiment
Point Value/Starting Unit Cost: 6/4
In-Game: 12/8 Industrial Points, 3 quarters minimum for raising
Repair Cost: 2 Industrial Points
Upkeep Cost: .5/.25 cash/quarter
Manpower: 3,000 men/unit
Aeroplane Regiment
Point Value/Starting Unit Cost: 10 points
In-Game: 20 Industrial Points, 2 quarters minimum for raising
Repair Cost: 2 Industrial Points
Upkeep Cost: 1 cash/quarter
Manpower: 1,000 men/unit
Army Units:
Infantry Divisions are units of 16,000 uniformed soldiers organized into brigades and regiments, on down through battalions to companies and platoons. Machine guns are distributed at a level determined by army sophistication (the more sophisticated the Army, the more common the machine guns and thus the smaller the unit they are attached to). Ordinary infantrymen are armed with rifles, primarily bolt action. Each infantry division has 12,000 line infantry, six batteries of field artillery, a company of combat engineers, two companies of skirmishers, and a squadron of light cavalry.
Cavalry Divisions are units of 8,000 uniformed soldiers who maneuver on horseback. While modern armaments have rendered the old cavalry charge a suicidal tactic in most circumstances; horses still move faster than men and give mounted troops the chance to find superior ground from which to engage. Cavalry are primarily armed with carbines, pistols, and sabers; also lances for the front ranks in some armies. They fight primarily on foot, but may enter melee against other mounted troops or disorganized infantry. Each cavalry divisions has 6000 sabers, four “flyingâ€
Well, we've gotten it mostly done save maybe a couple tweaks and refinements, and having already shown it to GenHav and I believe one or two others (I think Frig has seen it too), I figured it was time to post it and see what people thought.
The ruleset presumes a 1910 start date but with some minor adjustments it can easily be used for games as late as 1930.
So, without further ado, here it is. It's a bit big, but it includes explanation fluff with it and covers things the last STGOD didn't quite cover, including espionage rules.
Ruleset Categories
Great Power - 30 points, +3 to Colonies
Regional Power - 24 points
Great Powers versus Regional Powers:
This is a concept currently for the rule system, the intent of which is to give different playstyles their own type of country. From experience some players tend to focus on the military side of geopolitics, up to and including waging war to gain territory against an enemy perceived as weaker and unsupported. Others prefer to elaborate upon their created nations' internal systems, dramatis personae of government and private business, and the application of statecraft in the maintenance of existing power and influence. Put together, the former will be looking for a fight and will typically find some justification for it, even if they have to invent it, but the resulting conflict inevitably messes up the latter's story plans and even their enjoyment of the game. Conversely, if a game were constructed solely to help the latter, it would involve such rigorous controls on player actions that it would not only eliminate player freedom, it would also complicate the work of the mods.
The idea then is to balance the two out. The current idea is to let the defensive, role-playing players hold the stronger powers while the aggressive players accept states that, while weaker, are not so weak as to be helpless against the stronger states. An aggressive player's regional power can, in fact, triumph over a great power in the sense of forcing acceptance of territorial alteration, especially if it engages in a quick war against an enemy on one particular theater where it uses early initiative and fortune to seize key cities or territory, forcing the Great Power to commit to a long war if it wants to undo these gains. The Russo-Japanese War is a somewhat crude historical example, and pre-WWI Japan is the perfect example of a Regional Power (especially since beating the Russians helped elevate them to acknowledgement of being worthy of Great Power consideration). Conversely, however, if a Regional Power is out to conquer major swaths of territory from a neighboring Great Power, or to even conquer it wholesale, then its chance for success goes way down to the extent of it being national suicide (arguably even two RPs going against a GP would favor the GP on the defensive, at least in the short-term, and even if the two RPs together have more industrial capacity the damage they suffer will cut into that... and leave them vulnerable to other powers).
Now, you might ask if GP players would be required to be absolute creampuffs. Well, somewhat. Great Powers have to declare regions of interest, and outside of those areas or their own borders, they have no strong interest elsewhere. This reflects the areas where their interests and influence brought them to GP status in the years leading up to game start, these are the areas that their elites and their population believe important to the retention of national power and prestige. A Great Power's political ability to act in any aggressive form outside those spheres is therefore virtually nil. If attempted the Government's party members will become concerned, the opposition will attack, and other elites will make public their displeasure. And these will be imposed upon a player with a GP by the mod staff, if rendered necessary by the GP player's behavior.
Inside a Great Power's SoI (Sphere of Interest), the GP has more options. They can behave more aggressively and bellicose in the defense of existing interests, be it protecting a colony or regional client/ally from perceived threat or dealing with local states hostile to its interests. Doing so to expand territories and interests is not as welcome, though it will be considered on a case by case basis. The status quo is typically beneficial to a Great Power, after all, and trying to get more power and land or what have you through aggressive behavior is putting that status quo in jeopardy. Much like the man who killed the goose laying golden eggs, you could end up letting your greed wreck the very thing making you rich. As for borders, if one's border regions are an SoI, the same rules apply, but if not, then the attention paid to borders is there but reduced. Naturally you'll garrison them and most likely have trade links to your neighbor, but aside from keeping an eye out on the neighbors to make sure they're not up to funny business you leave them alone to the extent they leave you and your interests alone.
Furthermore, while Great Powers also get that automatic +3 to Colonies as part of the 9 free points, there is a further restriction in that of the three sphere of interest they may declare, two must have colonies within them. Significant colonial losses inside a sphere of interest will be considered a national catastrophe with loss of prestige and public confidence. Therefore it is in a GP's best interest to have as much colonial territory as possible in the aforementioned spheres. Hopefully this will reduce patchwork approaches with people trying to grab farflung, ultimately undefensible colonial empires all around the map (granted, some spread is logical; look how widespread the German and French Empires were).
Anyway, I've laid out the built-in price of being a Great Power. Regional Powers, at the price of being weaker, have almost no restriction (beyond doing something crazy and insane like attacking a long-established allied neighbor). They are powers that can be on the move, seeking a place in the sun, with a population that desires to see their nation gain more power and prestige. They have no SoI distinctions; they can try to increase influence anywhere (whether they can physically sustain this is another matter).
It should be obvious, from the above statements, that Great Powers will endure greater scrutiny from mods, though I'm intending for the mods to act with appropriate restraint and treat their power as it should be treated; as something to be kept restrained and only used when absolutely necessary. As much as I'd prefer not having mods take such a role, it's necessary to guarantee players do not renege on "the deal" of being GPs.
A final note: Great Powers are not for people looking purely for a chance to play war, experience in games is also preferred simply because a GP is a major part of a game world's power balance and a neophyte to geopolitics and/or playing them is going to risk disrupting that from ill-considered maneuvers. Preferably, GPs will be experienced, mature players who want to play a game of geopolitical maneuver and diplomacy and indulge in role-playing and worldbuilding.
As for RPs, our main standard is that you don't act foolish. Play with skill and you can become a GP yourself, play a normal, baseline game and you'll probably come out well enough, play foolishly and you'll probably bite off more than you can chew and suffer accordingly. Remember: just because you can attack someone to try and gain land doesn't mean you should. Even for an aggressive, expansionist power, diplomacy is going to be a key element of issues.
A final note: you don't necessarily have to play an RP as an aggressive state. Holland and Belgium weren't exactly aggressive states, after all.
Time Scale:
2 RL weeks = 1 in-game Quarter
Country Generation Categories:
Population
0 - 1 million
1 - 10 million
2 - 25 million
3 - 50 million
4 - 75 million
5 - 100 million+
National Resources
0 - National Self-Sufficiency is 5%
1 - National Self-Sufficiency is 20%
2 - National Self-Sufficiency is 40%
3 - National Self-Sufficiency is 60%
4 - National Self-Sufficiency is 70%
5 - National Self-Sufficiency is 80%
Colonial Territory
0 - 0 Colony Points
1 - 50 Colony Points, +1 million population, 100/200 Colonial Army Points, 80 cash/quarter (Requires Navy/Army 2)
2 - 100 Colony Points, +5 million population, 200/400 Colonial Army Points, 90 cash/quarter
3 - 150 Colony Points, +10 million population, 300/600 Colonial Army Points, 100 cash/quarter (Requires Navy/Army 3)
4 - 200 Colony Points, +15 million population, 400/800 Colonial Army Points, 110 cash/quarter
5 - 250 Colony Points, +20 million population, 500/1000 Colonial Army Points, 120 cash/quarter (Requires Navy/Army 4)
Note: The prerequisites are determined by if your colonies are directly linked to you by land or if they are overseas; for land-linked colonies (Russia's empire in Central Asia and Siberia), Army is required; for more classic overseas empires like the rest of Europe's, Navy is required. All Army Points derived from Colonies must be spent on colonial garrisons which, save time of war, are deployed to colonies. The second figure represents the maximum of colonial army units you are permitted to use.
Industry
0 - 10 Industrial Build Points/quarter (IBPs)
1 - 100 IBPs/quarter
2 - 200 IBPs/quarter (requires National Resources 1)
3 - 300 IBPs/quarter
4 - 400 IBPs/quarter (requires National Resources 2)
5 - 500 IBPs/quarter (requires National Resources 3)
Economy
0 - Cannot mobilize, 100 cash points/quarter.
1 - 6 months of war mobilization, 300 cash points/quarter
2 - 1 years of war mobilization, 450 cash points/quarter
3 - 2 years of war mobilization, 600 cash points/quarter
4 - 3 years of war mobilization, 750 cash points/quarter.
5 - 4 years of war mobilization, 900 cash points/quarter.
Infrastructure
0 - 12 months to mobilize all reserves
1 - 8 weeks to mobilize Ready Reserve, 8 months to mobilize Second Line
2 - 6 weeks to mobilize Ready Reserve, 6 months to mobilize Second Line
3 - 4 weeks to mobilize Ready Reserve, 4 months to mobilize Second Line
4 - 3 weeks to mobilize Ready Reserve, 3 months to mobilize Second Line
5 - 2 weeks to mobilize Ready Reserve, 2 months to mobilize Second Line
Navy Power
0 - 0 Navy Points
1 - 400 Navy Points
2 - 800 Navy Points
3 - 1200 Navy Points, 4 Dreadnoughts/Battlecruisers permitted
4 - 1600 Navy Points, 8 Dreadnoughts/Battlecruisers permitted
5 - 2000 Navy Points, 12 Dreadnoughts/Battlecruisers permitted
Army Size
0 - 500 Army Points
1 - 1500 Army Points
2 - 2000 Army Points
3 - 2500 Army Points
4 - 3000 Army Points
5 - 3500 Army Points
Improvement Costs:
Infrastructure improvement is the desired level times 200. For example, upgrading from Infra 3 to Infra 4 costs 4x200 points. At least 25% of the overall cost must be taken up by IBPs, and no more than 50% can be taken up by IBPs, the rest is covered by cash. The range of point allocation to get to Infrastructure 4 is 200 IBPs/600 Cash to 400 IBPs/400 Cash. Minimum time for completion is two years.
Economy improvement is the same formula as infrastructure, (L#x200) = Cost. However, IBPs do not contribute at all to Economy improvement. Completion time is a minimum of two years.
Industry improvement is not by level but by quarterly IBP cap, restricted by National Resources to half-level equivalents (if your NR is 2 you cannot have more than 450 IBPs/quarter, if NR1 then you are restricted to 350IBPs/quarter, if NR0 150IBPs/quarter). Time span is one year and requires both cash and industry in the same formula as Infrastructure. Once an allotment is made from cash budget and IBP queue you must stick to this allotment for the whole year. You will get new IBPs equaling one fourth your quarterly allotment (one sixteenth of the entire yearly expenditure). For example, if you spend 100 IBPs and Cash per quarter for four quarters, you get 25 new IBPs.
Research:
Research will be abstracted to a fair degree. There are five categories to research, representing the "national direction" being favored.
Army provides new artillery, small arms, and equipment for your ground troops.
Navy provides new technologies for your ships, as well as new guns for both ships and shore-based fortifications.
Machinery and Equipment covers new breakthroughs like superior aircraft frames, more efficient farming equipment, radiosets, and eventually specialized vehicles like tanks.
Industry covers all forms of things relating to your industrial and technological sophistication, including advances in manufacturing, productive techniques, and chemistry. New drugs that help save the lives of soldiers and reduce permanent casualties, new manufacturing processes that improve industrial output, and more efficient resource refining that decrease waste in the use of raw materials by the national industries are covered here.
Economy covers the use of technology to improve the efficiency and activity of one's economy, as well as new concepts for the banking system or taxation systems, resulting in an improvement in cash income and trade capability.
The gist of it is the player decides what he wants to develop. The only limit to active research is money. Each research category costs 25 cash per quarter when being actively supported..
As research continues, quarterly rolls will be undertaken by the mods, and each successive quarter will increase the chance for a breakthrough in the desired project, which can include things from tanks to synchronizer gears for aircraft to newer radio technology.
Trade:
Nations trade with one another on a common day to day basis in this time period. The world economy was globalized to an extent not equaled until after WWII. In-game trade is primarily done in the background; one's National Resources rating indicating generally how much one must import to make your industries function. Note that such resources are kept abstract to avoid an overly-complex mechanism with many values to track; one nation might need to import iron for its industries while it has plenty of copper, the second has a deficiency of copper but more than enough iron, but for sake of simplified mechanisms this is kept abstract in the Self-Sufficiency Percentage defined by National Resource scores.
In game governments can also engage in mutual trade agreements. A nation with surplus cash can give that cash to a nation with surplus industrial capacity to build things for said nation, such as weapons to raise an infantry division or warships. It can also purchase existing naval ships or divisions at prices the players will be left open to determine - in the case of purchasing divisions it is presumed you are buying the equipment of a standing division, you must outfit it yourself and apply the manpower with an appropriate training period for the kind of unit you've bought to come into service (The advantage is that it costs no IBPs for either side, as it uses a pre-built division) - the seller gets to return the manpower of his sold unit into his nation. Sold naval vessels, OTOH, are presumed to take a quarter to transfer and a second quarter for the purchaser to raise and assign crew.
Government-arranged trade deals are considered broken up if one side is subjected to an effective blockade.
Blockades:
Naval blockades were a key issue of the period, especially as their legality shifted about.
In a conventional blockade, a nation assigns ships off a port (or ports) of a nation and refuses to permit any ship to transit through the blockade. However, in this era of mines, submarines, and coastal forts with long-ranged guns, such blockades become dangerous for the blockader. Many navies are thus able to consider blockade by other means, whether it is declaring a full blockade and maintaining open ocean patrols with ships to intercept shipping heading toward their enemy's ports or other such means of "long distance blockades", using submersible vessels to enforce blockade at a distance and sink enemy shipping (the German strategy in WWI, with or without unrestricted sub warfare), or laying minefields in narrow bodies of water to prevent shipping (the British, in WWI, laid minefields across the North Sea and the English Channel to limit shipping to Germany). They can even restrict exports to neutrals if they have reason to believe the neutrals are aiding the enemy by providing them surplus from their own imports (again, see Britain's behavior in WWI, restricting exports to Denmark, Holland, and other neutrals to prevent goods from getting to Germany).
In game any of these blockade approaches can be attempted. All have some form of risk - conventional blockading opens your fleet to easier attack, if it's even feasible to blockade all a country's ports with your forces, while other blockades might anger neutrals and even lead to incidents giving them casus belli against you. Regarding limits in exports to neutral countries suspected of aiding an enemy in circumventing the blockade, the neutral nation so restricted may experience some slight loss in IBPs and/or cash (To reflect being unable to export as much), the blockading nation may also be docked cash to reflect restricting their own exports to the neutrals. Either possibility will be determined by the mods.
The benefit to a functioning blockade is that it cuts off a nation from external trade and contact with colonies, effecting both their ability to move troops and their ability to export and import materials and goods. If a blockade is in place and is judged as functioning (effective in other words) then the nation being blockaded has its National Self-Sufficiency score, derived from National Resources, applied to its economy and industrial output. To use an example, if a nation with an NR score of 4 (Self-Sufficiency is 70%), an Economy score of 3 (600 cash/quarter), and a 4 in Industry (400 IBP capacity/quarter) is subjected to an effective blockade, its quarterly income drops to 420 cash and its IBP capacity is reduced to 280 IBPs/quarter - that is, 70% of their normal incomes. This shows what the country can sustain in its homeland by itself.
The mods may modify this further downward if you have a nation that spans home territories across short bodies of water (an Indonesian nation, or a Caribbean one, for instance) and the other side can effectively blockade your internal waters as well (the equivalent of isolating, say, Cuba from Hispaniola).
Espionage:
The years leading up to World War I were just as good for spy stories as were the Cold War years (as Austria's Colonel Redl or Mata Hari can testify to). Spies can be anywhere; they seek technical information, word of diplomatic maneuvers and achievements, and war plans. They also cost money. Spies have to live, after all, and in many cases the people they get their information from choose to betray their country, knowingly or not, because they get some cash slipped to them now and then. In the same token, counter-intelligence requires one to maintain active agents rooting out other countries' spies in your homeland and their agents and informants, which can mean slipping cash as well.
There are two basic costs for active espionage: one for internal operations and one for external. External operations also have a base cost at start. That is, if you enact an operation to get ahold of the diplomatic dispatches of Country A's Foreign Ministry, it will cost you so much money to begin the operation and then a quarterly upkeep cost afterward. You must enact an external operation in this fashion to begin intelligence gathering. Internal operations, OTOH, require only maintenance costs and are presumed to be always ongoing.
Success in operations will be determined by quarterly 3d6 roll. To have a borderline effective internal counter-intelligence operation, you must spend 20 cash every quarter, which means you cause a -2 modifier to any other nation's quarterly operation success rolls. For every extra 10 cash you spend per quarter, you increase the negative modifier - spend $30/quarter and it's -3, $40/quarter and its -4, etc. If you spend below 20 cash per quarter, then your internal security forces are unable to provide effective counter-intel and cause no negative modifier.
On the other end, external operations cost 30 cash in the quarter you set them up and a minimum of 5 cash per quarter maintenance. Every cash point you spend above these figures is counted and accummulates; once you get to 10 cash spent in surplus, you get a +1 modifier to your quarterly operation roll, +2 for 20 cash accumulated, and so on. If you roll a "natural 1" - that is, a 3 in the 3d6 roll - then your op is completely compromised and will fail, meaning you must restart it with the 30 cash startup price and begin re-accumulating the cash surplus.
Naturally only the player and the mod staff, sans any mods with conflict of interest, will know of an actual espionage effort, unless a bad op roll leads to detection. Espionage can be done for myriad things such as getting ahold of mobilization plans and timetables, war plans, government dispatches and messages, detailed Orders of Battle and force expansion/upgrade plans, technical schematics, or detecting secret treaties and agreements,
Navy Costs:
Fitting/trial time requirement halved when mobilized for war.
Dreadnought
Point Value/Starting Unit Cost: 40 points
In-Game: 320 Industrial Points, 8 quarters minimum for construction, 4 quarters for fitting/trials
Repair Cost: 8 Industrial Points
Upkeep Cost: 4 cash/quarter
Manpower: 1,500 men/unit
Battlecruiser
Point Value/Starting Unit Cost: 35 points
In-Game: 280 Industrial Points, 8 quarters minimum for construction, 4 quarters for fitting/trials
Repair Cost: 7 Industrial Points
Upkeep Cost: 3.5 cash/quarter
Manpower: 1,500 men/unit
Pre-Dreadnought Battleship
Point Value/Starting Unit Cost: 30 points
In-Game: 240 Industrial Points, 8 quarters minimum for construction, 4 quarters for fitting/trials
Repair Cost: 6 Industrial Points
Upkeep Cost: 3 cash/quarter
Manpower: 1,000 men/unit
Armored Cruiser
Point Value/Starting Unit Cost: 25 points
In-Game: 150 Industrial Points, 6 quarters minimum for construction, 3 quarters for fitting/trials
Repair Cost: 5 Industrial Points
Upkeep Cost: 2.5 cash/quarter
Manpower: 750 men/unit
Light Cruiser
Point Value/Starting Unit Cost: 10 points
In-Game: 40 Industrial Points, 4 quarters minimum for construction, 2 quarters for fitting/trials
Repair Cost: 2 Industrial Points
Upkeep Cost: 1 cash/quarter
Manpower: 500 men/unit
Submarine
Point Value/Starting Unit Cost: 9 points
In-Game: 18 Industrial Points, 2 quarters minimum for construction, 2 quarters for fitting/trials
Repair Cost: 1 Industrial Point
Upkeep Cost: 1 cash/quarter
Manpower: 50 men/unit
Destroyer
Point Value/Starting Unit Cost: 6 points
In-Game: 12 Industrial Points, 2 quarters minimum for construction, 2 quarters for fitting/trials
Repair Cost: 1 Industrial Point
Upkeep Cost: .5 cash/quarter
Manpower: 100 men/unit
Torpedo Boat
Point Value/Starting Unit Cost: 2 points for Coastal, 3 for Ocean-capable
In-Game: 4/6 Industrial Points, 2 quarters minimum for construction, 1 quarter for fitting/trials
Repair Cost: N/A
Upkeep Cost: .2 cash/quarter
Manpower: 50 men/unit
Army Costs
Cost are displayed as x/y/z to show the different costs for an active unit, a ready reserve division, and a second-line division. In starting forces, a country cannot spend more than 40% of its points on active units or 40% on ready reserve units. (The most active army possible would be a 40-40-20 split of points by percentage.)
Guard units must be in active formations. Artillery Regiments can be active or ready reserve.
Infantry Division
Point Value/Starting Unit Cost: 15/10/5
In-Game: 30/20/10 Industrial Points, 2 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 1.5/1/.5 cash/quarter
Manpower: 16,000 men/unit
Cavalry Division
Point Value/Starting Unit Cost: 15/10/5
In-Game: 30/20/10 Industrial Points, 2 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 1.5/1/.5 cash/quarter
Manpower: 8,000 men/unit
Guards Infantry Division
Point Value/Starting Unit Cost: 25
In-Game: 45 Industrial Points, 3 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 2.5 cash/quarter
Manpower: 16,000 men/unit
Guards Cavalry Division
Point Value/Starting Unit Cost: 25
In-Game: 45 Industrial Points, 3 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 2.5 cash/quarter
Manpower: 8,000 men/unit
Colonial Infantry Division
Point Value/Starting Unit Cost: 15/10/5
In-Game: 30/20/10 Industrial Points, 2 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 1.5/1/.5 cash/quarter
Manpower: 16,000 men/unit
Colonial Cavalry Division
Point Value/Starting Unit Cost: 15/10/5
In-Game: 30/20/10 Industrial Points, 2 quarters minimum for raising
Repair Cost: 5 Industrial Points
Upkeep Cost: 1.5/1/.5 cash/quarter
Manpower: 8,000 men/unit
Artillery Regiment
Point Value/Starting Unit Cost: 15/10
In-Game: 30/20 Industrial Points, 3 quarters minimum for raising
Repair Cost: 3 Industrial Points
Upkeep Cost: 1.5/1 cash/quarter
Manpower: 3,000 men/unit
Colonial Artillery Regiment
Point Value/Starting Unit Cost: 15/10
In-Game: 30/20 Industrial Points, 3 quarters minimum for raising
Repair Cost: 3 Industrial Points
Upkeep Cost: 1.5/1 cash/quarter
Manpower: 3,000 men/unit
Engineer Regiment
Point Value/Starting Unit Cost: 6/4
In-Game: 12/8 Industrial Points, 3 quarters minimum for raising
Repair Cost: 2 Industrial Points
Upkeep Cost: .5/.25 cash/quarter
Manpower: 3,000 men/unit
Aeroplane Regiment
Point Value/Starting Unit Cost: 10 points
In-Game: 20 Industrial Points, 2 quarters minimum for raising
Repair Cost: 2 Industrial Points
Upkeep Cost: 1 cash/quarter
Manpower: 1,000 men/unit
Army Units:
Infantry Divisions are units of 16,000 uniformed soldiers organized into brigades and regiments, on down through battalions to companies and platoons. Machine guns are distributed at a level determined by army sophistication (the more sophisticated the Army, the more common the machine guns and thus the smaller the unit they are attached to). Ordinary infantrymen are armed with rifles, primarily bolt action. Each infantry division has 12,000 line infantry, six batteries of field artillery, a company of combat engineers, two companies of skirmishers, and a squadron of light cavalry.
Cavalry Divisions are units of 8,000 uniformed soldiers who maneuver on horseback. While modern armaments have rendered the old cavalry charge a suicidal tactic in most circumstances; horses still move faster than men and give mounted troops the chance to find superior ground from which to engage. Cavalry are primarily armed with carbines, pistols, and sabers; also lances for the front ranks in some armies. They fight primarily on foot, but may enter melee against other mounted troops or disorganized infantry. Each cavalry divisions has 6000 sabers, four “flyingâ€