Alright, here is the place where you tell us what your nation has for its armed forces.
List all things like Population, annexed population, Navy, Army, and Air Force. Remember to be reasonable, and use the stats for troops of your real life nation... Google it
Be logical too, if you're a large collection of islands, you're going to have a larger navy and air force with a smaller army.
Remember your stats cannot exceed the real world counter part of your nation, or nations. For example, a nation centered in America cannot have more than 1.4 million troops.
Speaking of which if a player choses a state from the US, they get the equivalent manpower of the United States for that nation, "as in troops alone"
Don't forget that the larger your Standing Army is, the more supplies and resources it will take to fuel it. Large numbers sound impressive, but if you're not careful, those large numbers will be appearing in your national debt...
The production chart tells you how many of your unit you can make each week.
Production caps: Along with the cap for each type of unit, there is a class production cap. This is in place to prevent someone from making the max limit of every vehicle each week, and amass a huge army very quickly.
Special Rule - Outdated Design Production: If a design is from a previous decade, it’s production rate is 1.5 the normal rate. This means that if it says you can make 50 tanks per week, if your tank design is outdated you can make 75 for the price of 50.
Production Chart – 1950’s (creations must be based on tech/designs made in the 50’s or earlier):
Production cap; 200 per week excluding infantry.
MAX Cap 50,000 units excluding infantry.
Infantry stats are for wartime, after cool-down, you can revert to your previous numbers.
Infantry Cap; 5000 per week.
Infantry 5000 per week
Heavy Infantry: 2000 per week
Elite Infantry: 100 per week
Transport/Cargo Vehicles: 120 per week
Mobile Anti-Aircraft: 30 per week
Support Vehicles (Radar Trucks, Mobile Command Centers, engineering): 25 per week
APC: 55 per week
IFV: 40 per week
AFV: 50 per week
Scout Vehicles/LAV: 100 per week
Rocket Vehicles (MLRS, Katyusha): 30 per week
Missile Vehicle "SAM”: 25 per week
Large Missile Vehicles (SCUD, ect…): 5 per week
Tank Destroyer (gun or missile): 40 per week
Light Tanks: 50 per week
Main Battle Tanks: 45 per week
Heavy Tanks: 10 per week
Light Artillery: 50 per week
Medium Artillery: 30 per week
Heavy Artillery: 15 per week
Self-propelled Artillery: 30 per week
Large Mobile Artillery: 10 per week
Light Amphibious Assault Vehicles: 50 per week
Medium Amphibious Assault Vehicle: 35 per week
Airborne Fighting Vehicle: 50 per week
Production Cap; 100 per week
MAX cap 4,000
Note: For fighters, aircraft should be categorized as either land or naval based.
Multirole Fighter: 15 per week
Interceptor: 15 per Week
Fighter-bomber: 15 per week
Ground attack aircraft: 15 per week
Light Helicopters: 30 per week
Medium Helicopters: 20 per week
Large Helicopter: 15
Helicopter Gunship: 20
Light Bomber: 15 per week
Heavy Bomber/Strategic bomber: 10 per week
Conventional Reconnaissance Aircraft: 10 per week
Advanced Reconnaissance Aircraft (SR71): 5 per week
Anti-Submarine warfare/Maritime Patrol Aircraft: 10 per week
Airborne Early Warning and Control: 5 per week
Satellites: 1 per every two weeks
Cargo Planes: 20 per week
ICBMs: 15 per week
Production Cap; 20 per week
MAX cap 200 , (not including patrol boats at a cap of 150 total).
Amphibious Assault Ships: 1 per week
Light Submarine: 2 per week
Attack Submarine: 1 per week
Missile Submarines: 1 per week
Nuclear Submarine (any type): 1 per week
Small attack/Patrol Boats: 10 per week
Landing Craft – small: 50 per week
Landing Craft – Large: 10 per week
LCAC: 3 per week
Cutters: 10 per week
Small Supply Ships: 10 per week
Medium Supply Ships/troop ship: 5 per week
Large Supply Ships: 2 per week
Hospital Ships: 1 per week
Heavy Lift Ships: 1 per week
Small Ships (ocean escort/frigate, Dock Landing Ship, Icebreakers): 5 per
Destroyers: 3 per week
Cruisers: 1 per week
Aircraft Carrier 1 per 2 weeks
Super Carriers 1 per 3 weeks
-- The sizes of ships and weapons need to be the same size or smaller than a real world counterpart, that is per class. Oversized concepts such as 1,000 meter battleships will not be tolerated. This is to prevent people from making weapons that are too big. Also, this is the age of the carrier, battleships are primarily used for fire support, not as the main combat ships in naval battles. It’s highly suggested for members to do research on military designs be it by book or the internet.
--You can start stacking up surplus weapons if you’ve reached your cap.
It takes 1 week to take 50 ground, 30 air, or 5 ships out of surplus.
--If you have reached you building cap for units, you can retire old units. Converting units from old ones will take half of the time it would take to produce the unit.
--If you do not understand what one of the units mentioned above is, Google it.
New Unit Bonus: "navy doesn’t work with this"
After you make each creation you automatically get a jump start bonus of double the amount "can be used later if wanted"
Standard - How to present you new Faction
United States of Russia (Factions name, Obviously)
Population: 143 million
Population of Ukraine "annexed" 48 million
Fighting Force: 1,400,000
-----Ground----- (Make your starting unit count number about 2-3 weeks production)
Cargo trucks -100
-----Air----- (Air force and Navy might be larger if you are a coastal or island oriented faction, while if your more land oriented, it will be smaller and more ground based instead.)
Multi roles -14
Can we please make a distinction between types of nuclear submarine in the stats. Hunter killer subs should be 1 a week, attack or missile cruiser subs should be one per 2 weeks and SLMB subs should be one per four weeks. Otherwise people will have dozens of ballistic missile subs and production of lighter designs will be too slow. It also means that you get 1 sub a week regardless of different types, or is that how you balance it? Permalink
Quoting jack kenyon
Can we please make a distinction between types of nuclear submarine in the stats. Hunter killer subs should be 1 a week, attack or missile cruiser subs should be one per 2 weeks and SLMB subs should be one per four weeks. Otherwise people will have dozens of ballistic missile subs and production of lighter designs will be too slow. It also means that you get 1 sub a week regardless of different types, or is that how you balance it?
I'll look into it, your suggestion seems like a worthwhile change. Permalink