FINALLY! ITS DONE!
These are the rules for this. Yes I know their complex, but bear with me... this has potential
First, there is a specific game map we'll be using.
Here's my finished European Map
The terrain that has green and national colors going through it is woods...
they can affect the results of battles.
ECONOMY - You need money to keep your country running. Your total budget each three month period (day) comes from the territories you have. As a good rule of thumb, no more than 30% of your budget should go to teh military in peacetime, and no more than 50% in wartime. Without some basic services and/or tax relief, your people may become angry and teh moderator will have to throw some random events at you.
You will notice that cities are located on the map. The city sizes are shown by the number of stacks on the factory:
5 stacks- Metropolis
4 stacks- Huge
3 stacks- Large
2 stacks- Medium
1 stack- Small
Cities add money to your coffers... $10 per stack. Also note that each section of your territory has a number in it. This number times 10 is the amount of money this territory generates, in addition to any cities located there. For instance, a territory of 6 generates $60 per turn, in addition to any cities that are there. You need money to build and maintain your armies and navies.
For instance, England has a territory point total in Europe of 115. This section add us to $1150. Her cities total 54, which adds $540 to her budget...thus she has a total budget of $1690. Of this, if she's at peace, 30% * $1690= $507.00, her military budget. She has 100,000 standing regulars, which (as we shall see) add up to $200... and she has 10 heavy, 15 light, 5 privateers, and 2 tranports to total $117.50... thus she has $189.50 to spend on new purchases. You can run a deficit for a while, but if your budget dips below zero, army and navy units will have to be disbanded.
ARMY:
The largest part of any army is the infantry, foot soldiers with muskets. If the infantry is ordered on an outflanking movement, it is assumed that it will arrive on the second of three turns in a battle for calculation purposes. (which I will get to )
Cavalry, troops mounted on horses, have only their main difference when outflanking an opposing army. They will arrive on round one (assuming they don't get lost) of combat on the enemies flank.
Artillery at this time was really a subsidiary of these two dominant types. Most artillery was used locally, and once battle was joined, didn't participate much thereafter. There were no artillery reserves to say, artillery was instead parcelled out as deemed neccessary to individual small units, and never had its firepower fully exploited.
There are two types of troops in this game, regulars and militia.
REGULARS - these are the professional core of any army. Trained and well versed, these are the soldiers you can rely on in combat. Regulars have a 0 advantage in combat in normal situations.
Special Case - Prussian Regulars, due to their excellent training, have a +1 in combat. It costs $2 to raise 1,000 regulars, and $1 to maintain them per three month period. Regulars take two turns to train after being mustered.
MILITIA - These are basically civilians with guns. Militias are usually called up at times when sheer numbers are preferred over quality. These troops are dubious at best, and horrible at worst. It costs $1 dollar to build 1,000 militia, and $0.5 to maintain 1,000 militia. Militia will appear the turn after they are mustered.
Militia have a -1 in combat.
Militia in service for more than 4 turns (1 year) begin to suffer from homesickness, and have an additional -1 added to their combat. In addition, militia who are homesick have a chance every turn of deserting. (I roll a die, and if the result is a 1 or less, they desert) Each additional six month (2 turn) period the militia is in service takes a 1 away from the die roll. (thus militia cannot be in service for more than 3 and a half years straight)
When ordered, army units will be first deployed in the cities of the rulers choice.
Armies also have two main types of units and one subsidiary unit.
These minuses will take effect if more than 1/2 the army is of that type (due to the fact that the moderator needs some relief from calculations), so an army of 12 regulars and 11 militia would be counted as regulars, and vice versa.
Fleets can also be built at ports (the cities that have near them their names in blue and the size)
The blue boxes with numbers (such as Yarmouth with 80 under it) indicate ports and how large they are (the largest is London, with 110). Large ports can service and build more ships than smaller ports.
There are basically four different ship types in this game, and all appear at the port they are assigned to be built in:
HEAVY WARSHIPS: Ships of the line. These big bad boys were the battleships of their day, mounting between 60 and 130 cannon. They were the ultimate measure of a nations power at sea. A squadron of heavy ships costs $10 to build and $5 to maintain. Heavy ships take 5 turns to build. They can only be built in ports of size 50 or greater.
LIGHT WARSHIPS: Frigates and corvettes. These ships, with 20-50 guns, were designed to be the eyes of the fleet, and to act as commerce raiders or fast messengers when neccessary. Cost $5 to build and $2.5 to maintain. Take 2 turns to build, and can be built in any port.
PRIVATEERS: Small ships commissioned by the governmetn via letter of marque to hunt down and destroy enemy shipping. These ships are far too weak to face regular enemy fleet units and expect to regularly survive. As these ships are pre-existing, and are privately owned, the government pays no construction cost. But $5 is required per period to pay for these vessels, and their crews. Appear next turn in the largest port og that nation.
TRANPORTS: One is required per corps to be transported. These ships are unarmed, and msut be escorted. If a transport is attacked and lost, all troops aboard are lost as well... They cost $1 per turn to maintain. Appear next turn in any port of teh rulers choosing.
MOVEMENT: Armies can move one territory per turn, and navies can move one sea space per turn. Armies in the same land territory and navies in teh same sea territory will engage in COMBAT (see combat section).
If an army moves into a province owned by another nation, and no opposition is encountered, the province becomes part of the armies nation, and acts as any normal province would.
I'm posting the comabt section tommorrow... right now I'm very tired...
[This message has been edited by General_BT (edited April 13, 2000).]
[This message has been edited by General_BT (edited April 13, 2000).]
These are the rules for this. Yes I know their complex, but bear with me... this has potential
First, there is a specific game map we'll be using.
Here's my finished European Map
The terrain that has green and national colors going through it is woods...
they can affect the results of battles.
ECONOMY - You need money to keep your country running. Your total budget each three month period (day) comes from the territories you have. As a good rule of thumb, no more than 30% of your budget should go to teh military in peacetime, and no more than 50% in wartime. Without some basic services and/or tax relief, your people may become angry and teh moderator will have to throw some random events at you.
You will notice that cities are located on the map. The city sizes are shown by the number of stacks on the factory:
5 stacks- Metropolis
4 stacks- Huge
3 stacks- Large
2 stacks- Medium
1 stack- Small
Cities add money to your coffers... $10 per stack. Also note that each section of your territory has a number in it. This number times 10 is the amount of money this territory generates, in addition to any cities located there. For instance, a territory of 6 generates $60 per turn, in addition to any cities that are there. You need money to build and maintain your armies and navies.
For instance, England has a territory point total in Europe of 115. This section add us to $1150. Her cities total 54, which adds $540 to her budget...thus she has a total budget of $1690. Of this, if she's at peace, 30% * $1690= $507.00, her military budget. She has 100,000 standing regulars, which (as we shall see) add up to $200... and she has 10 heavy, 15 light, 5 privateers, and 2 tranports to total $117.50... thus she has $189.50 to spend on new purchases. You can run a deficit for a while, but if your budget dips below zero, army and navy units will have to be disbanded.
ARMY:
The largest part of any army is the infantry, foot soldiers with muskets. If the infantry is ordered on an outflanking movement, it is assumed that it will arrive on the second of three turns in a battle for calculation purposes. (which I will get to )
Cavalry, troops mounted on horses, have only their main difference when outflanking an opposing army. They will arrive on round one (assuming they don't get lost) of combat on the enemies flank.
Artillery at this time was really a subsidiary of these two dominant types. Most artillery was used locally, and once battle was joined, didn't participate much thereafter. There were no artillery reserves to say, artillery was instead parcelled out as deemed neccessary to individual small units, and never had its firepower fully exploited.
There are two types of troops in this game, regulars and militia.
REGULARS - these are the professional core of any army. Trained and well versed, these are the soldiers you can rely on in combat. Regulars have a 0 advantage in combat in normal situations.
Special Case - Prussian Regulars, due to their excellent training, have a +1 in combat. It costs $2 to raise 1,000 regulars, and $1 to maintain them per three month period. Regulars take two turns to train after being mustered.
MILITIA - These are basically civilians with guns. Militias are usually called up at times when sheer numbers are preferred over quality. These troops are dubious at best, and horrible at worst. It costs $1 dollar to build 1,000 militia, and $0.5 to maintain 1,000 militia. Militia will appear the turn after they are mustered.
Militia have a -1 in combat.
Militia in service for more than 4 turns (1 year) begin to suffer from homesickness, and have an additional -1 added to their combat. In addition, militia who are homesick have a chance every turn of deserting. (I roll a die, and if the result is a 1 or less, they desert) Each additional six month (2 turn) period the militia is in service takes a 1 away from the die roll. (thus militia cannot be in service for more than 3 and a half years straight)
When ordered, army units will be first deployed in the cities of the rulers choice.
Armies also have two main types of units and one subsidiary unit.
These minuses will take effect if more than 1/2 the army is of that type (due to the fact that the moderator needs some relief from calculations), so an army of 12 regulars and 11 militia would be counted as regulars, and vice versa.
Fleets can also be built at ports (the cities that have near them their names in blue and the size)
The blue boxes with numbers (such as Yarmouth with 80 under it) indicate ports and how large they are (the largest is London, with 110). Large ports can service and build more ships than smaller ports.
There are basically four different ship types in this game, and all appear at the port they are assigned to be built in:
HEAVY WARSHIPS: Ships of the line. These big bad boys were the battleships of their day, mounting between 60 and 130 cannon. They were the ultimate measure of a nations power at sea. A squadron of heavy ships costs $10 to build and $5 to maintain. Heavy ships take 5 turns to build. They can only be built in ports of size 50 or greater.
LIGHT WARSHIPS: Frigates and corvettes. These ships, with 20-50 guns, were designed to be the eyes of the fleet, and to act as commerce raiders or fast messengers when neccessary. Cost $5 to build and $2.5 to maintain. Take 2 turns to build, and can be built in any port.
PRIVATEERS: Small ships commissioned by the governmetn via letter of marque to hunt down and destroy enemy shipping. These ships are far too weak to face regular enemy fleet units and expect to regularly survive. As these ships are pre-existing, and are privately owned, the government pays no construction cost. But $5 is required per period to pay for these vessels, and their crews. Appear next turn in the largest port og that nation.
TRANPORTS: One is required per corps to be transported. These ships are unarmed, and msut be escorted. If a transport is attacked and lost, all troops aboard are lost as well... They cost $1 per turn to maintain. Appear next turn in any port of teh rulers choosing.
MOVEMENT: Armies can move one territory per turn, and navies can move one sea space per turn. Armies in the same land territory and navies in teh same sea territory will engage in COMBAT (see combat section).
If an army moves into a province owned by another nation, and no opposition is encountered, the province becomes part of the armies nation, and acts as any normal province would.
I'm posting the comabt section tommorrow... right now I'm very tired...
[This message has been edited by General_BT (edited April 13, 2000).]
[This message has been edited by General_BT (edited April 13, 2000).]
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