I don't intend on being the absolute monarch of Steam and Steel- you, the fine players, have the final word in the event of any major disagreement. Please make your concerns known.
Thank you to all the players for their excellent input!
A special thanks to Crossroads for his tireless research and his fantastic maps.
Game Mechanics
Points
Points represent your naiton's industrial capability. Each nation will start the game with 4,000 points worth of warships, soldiers, and fortresses.
3-Month System
Every three months, players can spend points on new construction. Due to the fluid nature of time in STGODs, three months in-game could take only a couple of days in realtime, or could take weeks.
Each three months, you get 10% of your current total in points to spend- at the start of the game, you get 400 points to spend per 3 months, for instance, though this number can be increased by re-investment, conquest, and economic prosperity.
Spending Points
Re-Investment
Required Resources:Coal, Steel, Food, Cotton.
-bonus- Rare Metals necessary for research
Each point spent in re-investment multiplies itself by 125%- if you spend 40 points on re-investment, you'll have 10 more points to spend next period.
If you have rare metals, then points spent on re-investment also net you a chance of gaining some technological advantage. However, this is random- you may not recieve any advantage at all.
NOTICE:
You may not re-invest more than 1/4th of your turn's points each turn.
Shipbuilding:
Required resources:
Armoured Warships: Coal, Iron, Sulfur
Unarmoured Warships: Coal, Sulfur
Buying a warship is a 2-step process. First, you buy the hull mass- the maximum for a warship is 15,000 tonnes. (This can change with the advent of better technology)
Each point nets you 100 tonnes of hull mass.
Second, you buy capability. There are five categories of capability:
Protection
Speed
Firepower
Maneuver
Torpedo Protection
Keep in mind that your spending is relative- putting 150 points into firepower and 0 into anything else doesn't mean your ship can't move- it just means that it's completely optimized for firepower, and is extremely slow, unmaneuverable, and lightly protected. This is most important when building the smallest vessels- a torpedo boat might cost 2 points- you'd only be able to boost 1 of the 5 stats. Spending it on firepower would mean it's still a fast, nasty torpedo boat- but with an extra torpedo tube as opposed to a larger engine.
You have as many points to spend on these 5 categories as you spent on hull mass.
NOTICE:
The largest warships take time to put to sea. Ships which cost 1-99 points will be available at the start of the next 3-month turn, ships which cost 100-199 points will be available two turns down the line, and ships which cost 200-300 points will be available three turns down the line. This means that with all production, you need to prepare ahead of time. You pay the point-cost in equal segments over this period- i.e, a 300- point battleship would cost you 100 points for each of 3 turns.
For example:
300 pts
"NGR Nossa Senhora de India"
Battleship
15,000 tonnes: 150
Armament: 4x12-inch guns
12x6-inch guns
4x 37mm quick-firers
4x gatlings
4 torpedo tubes
Prot: 30
Speed: 30
Fire: 60
Maneuver: 20
T. Prot: 10
For example:
2 pts
"TB-22"
Torpedo Boat
100 tonnes
3x torpedo tubes,
2x gatlings
Speed: 1
Q-ships
Jalinth:
One could claim to spend 160 points on shipping capacity one turn, privatly IM me that you are in fact building a 160 point Q-ship.Q-Ships - these must be built to the general warship lines if these are simply disguised warships (very heavily armed). In my view, these are to be submitted to Thirdfain directly since the purpose is to be secret.
Include a "dummy" ship in your listing that is replaced by the Q-ship. You are "overpaying" (capability wise) in points for the secrecy.
Myself:
Raising ArmiesThere must have been Q-ships which weighed as much as larger crusiers and the like! These vessels would not have anywhere near the combat ability- speed, armament, or armouring of an actual warship!
Required resources: Cotton, Food, Sulfur
Cannon/Machine Guns: Iron, Coal
You recieve 200 men per point spent, or 50 men mounted on horse, further points can be used to increase capability up to 3 times their cost, or up to six times their cost if they have modern artillery.
For example:
300 points
"1. Divisao de Guarda Real"
-10,000 men-
Top quality troops, armed with Armamento Estado bolt-action rifles and trained to the highest standard. A mix of European and Cavalheiros (civilized) Indian troops, Royal Guards are equipped with horse-drawn Maxims and field guns.
(requires access to iron, coal, cotton, food, an sulfur.)
Building Fortresses
Required resources:
Coal, Sulfur.
The more points spent on a fortress, the larger and more durable it is.
Expanding Civilian and Military Shipping
Required resources: Coal OR Cotton
Shipping is the secret to international trade and the movement of troops.
Shipping capacity is represented by an abstract point value. Everyone starts out with 2000 points of shipping capacity. It takes 1000 points to establish a trade route for 1 resource-1 resource, with each member of the trade paying half the cost (of course, terms of the trade agreement can place more or less of the work on one or the other member of the trade; so long as in the end 1000 points of shipping are being used); and shipping capacity can be used to move troops at a rate of 40 infantry (or 10 horsemen) per 1 point of shipping. You can spend points on shipping; it goes directly into your shipping pool.
-All "super-tech" requires access to rare metals.-
Resources
Military/Industrial:
Coal: Vital for making steam warships and steel, and railroads.
Iron: Vital for building armoured warships, making steel
Sulfur: Vital for training troops and making weapons
Growth/Industrial:
Food: Excess food, either fish or crops- vital for furnishing growth
Cotton: Vital for manufacturing clothing and other civilian necessities
Rare Metals: Vital for research and industrialisation
Luxury:
Silks: Necessary for producing luxury clothing
Spices: Expensive, good export.
Opium: Highly addictive, very valuable crop to sell.
Industrial Resources
Nitram: Coal, Iron
Thirdfain: Coal, Iron
Pablo Sanchez: Coal, Sulfur
Cap. Chewbacca: Coal, Iron, Sulfur
WeemadAndo: Coal, Iron, Sulfur
Vanas: Iron, Sulfur
Dahak: Iron, Sulfur
Crossroads: Coal, Iron
Agent Fisher: Coal
Beowulf: Coal, Iron
Jalinth: Coal, Iron
Adrian: Coal, Sulfur
Straha: Iron, Sulfur
Rasene: Iron, Sulfur
RedImperator: Coal, Iron, Sulfur
Growth Resources
Nitram: Food, Cotton
Thirdfain: Food
Pablo Sanchez: Cotton, Rares
Cap. Chewbacca: Rares
WeemadAndo: Food
Vanas: Food, Rares
Dahak: Food, Cotton
Crossroads: Food
Agent Fisher: Food, Cotton, Rares
Beowulf: Food
Jalinth: Cotton, Rares
Adrian: Food, Cotton
Straha: Food, Cotton, Rares
Rasene: Cotton
RedImperator: Food
Luxury Resources
Nitram: N/A
Thirdfain: Silk, Spices
Pablo Sanchez: Spices
Cap. Chewbacca: Spices, Opium
WeemadAndo: Opium
Vanas: Silk
Dahak: Opium
Crossroads: Opium
Agent Fisher: Spices
Beowulf: Spices
Jalinth: N/A
Adrian: Silk
Straha: N/A
Rasene: Silk, Spices
RedImperator: Silk
Luxury Resources
The mechanics for luxury resources are as follows:
Luxury resources are good sources of raw cash. They are generally easy to transport and command high prices for low mass. Opium is the most profitable, spices the least, silk is in the middle. The usage of luxury resources is going to be largely abstract, however, there are a handful of "concrete" advantages you can gain.
1. Economic Strength: Selling and recieving luxury goods is good for the economy. It enriches the government and private firms, as well as the general populace. This being the case, at the end of every 3-month period in which your nation has traded off luxury goods to someone else, mention it in your end-of-segment report along with your construction plans, and you will have a random chance of recieving a bonus to your available construction points. The more trade you engage in, the better your chance and the bigger the bonus.
2. Political stability: Having access to luxury goods improves political stability- your populace feels more wealthy and better taken care of. Attempts by other players to destabilize your government by arming natives or doing other nasty things will be stymied and more difficult. Nations with no luxury resources and no trade will be most vulerable, nations with a great deal of both will be less vulnerable. This isn't a hard and fast numbers thing, just something to bear in mind.
Combat
This is an STGOD. Combat is, therefor, maintained by usual STGOD rules- players co-operate with each other, use PMs or AIM to decide what reasonable casualties are, and consult a mod immediately if any sort of complaint comes up.
Critial Hits
-under construction-
The Victorian naval world was full of surprises. The science of armour and gun was in it's infancy, and schemes for protection warships, as well as weapon designs, often had a myriad tiny flaws. A single mine hit could instantly sink the most expensive battleship, or fail to down a torpedo-boat destroyer. An armoured cruiser could survive under enemy fire for hours, only slowly sinking after being pounded almost to the waterline, or become useless after a single salvo.
To represent this, there will be critical hits in this game. Torpedos and mines will have very high chances of inflicting those hits, while the fire from large-calibre guns- fortress guns, and the main guns on cruisers and battleships especially versus lighter opponents- will have a very low but non-zero chance of inflicting critical hits. These will be rolled via random number generator, monitored by me and 1 player neutral to whatver conflict is taking place.
Critical hits can cause the vessel to drastically lose speed, lose the ability to maneuver, strike the flag deck or bridge, or even, especially in the case of mines or torpedoes, burst the hull and doom the ship to a swift death. Torpedo protection lowers the chances for torpedo and mine strikes, but does not take them to zero.
Initial thoughts:
A mine or torpedo strike has a 60% chance of being critical, decreased by 1% for every 2 points of torpedo protection a ship has to a minimum of 30%. Further torpedo protection over that point simply reduces the damage of a non-critical hit (abstracted.)