RULES: Proposals
1: A proposal will be bold text.
2: A proposal will have a unique proposal number.
3: Design proposal number begin at 1 for each year and are incremented by 1 for each proposal.
4: Production proposal letters begin at "A" for each y ear and are incremented by 1 for each proposal
5: Proposals are to be made in the 24 hours after an update is made.
6: there is a limit of 4 design proposals per player, including sub and counter proposals.
6: there is a limit of 4 production proposals per player, including sub and counter proposals.
7: proposals do not count as votes.
8: proposals must be made in the 24 hours after an update.
for example:
1 : I propose that we mount lasers on the heads of sharks.Modification of proposals:
1: All rules for proposals apply except the following.
2: Modifications to proposals will have a number in the format of proposal.sub-proposal.
3: A modification may be supportive (default) or a counter (must be explicit).
4: Votes made for a supportive subproposal will count as votes for the parent if the sub proposal has fewer than 3 votes or if the parent
5: Votes made for a counter proposal will not count as votes for the parent.
for example:
1.1 I think we should go all the way and mount the National Ignition Facility on the head of a sharkasourus.1.2 I counter propose that we should instead create lasers that shoot beams composed of sharks.Format for votes:
1: you must specify the proposal number explicitly.
2: you must use the word vote.
3: Votes must be made after the proposal period.
4: Each user should make all of their votes with one post if possible.
5: There is a limit of 6 design votes per player.
5: There is a limit of 6 production votes per player.
for example:
I vote for 1.2Proposals and votes for petitions to the govornment are not limited at this time.
Current status:This year 2 aviation engineers, 2 rifle angineers and 2 heavy metal engineers were recruited.
Continuing efforts on: Heavy AT cannon: A new cannon designed to completely dominate the battlefield against enemy armoured units, the new round for the cannon, a large 78.3mm by 680mm round, should be able to punch through atleast 90mm of armour at 1 to 2 kilometers. It's maximum range should reach to about 10 kilometers.
2 rifle engineers, 2 accoustic engineers, 2 engine engineers, 3 heavy metal engineers, 1 advanced electronic engineer, 5 electronic engineers, 5 engineer, 11 novice, 2 experienced and 1 veteran engineer were assigned to this task.
Heavy AT cannonVery High Velocity Cannon
This massively reenforced cannon has been designed to stringint technical specifications to achieve a higher velocity than most high velocity cannons. This requires an unusually thick barrel and breach to withstand the pressure of the high volume of propellent being discharged. It has anti-armor power comparable to our 160mm in a little over half the weight, and a much flatter trajectory.
caliber: 78.3x680mm
Weight: 5 tons
RoF: 6 rpm
Special: very high velocity
78.3x680mm shellbullet: 78.3x140mm
Cartridge: 160x680mm
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Design a basic, four-engine aircraft, used primarily to tow the gliders we have as well as airdropping supplies.
2 engineer, 1 veteran, 2 experienced, 5 novice engineers were assigned this task.
cargo airplaneWingspan: 20m
Weight: 5000kg
Engines: 4x260kw
Cargo capacity: 5 tons
Speed: 400km/h unburdened
325km/h fully loaded or 2 gliders
250km/h 4 gloders or fully loaded + 2 gliders
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Experiment with helicopter technology, try to make small, light unarmed helicopter that can land on Glorious cruisers.
Use our older and well tested aviation engine design used on Zephyrs to reduce overall weight
1 experienced aviation engineer, 3 aviation engineers, 4 engineer, 1 veteran, 2 experienced, 8 novice engineers were assigned this task.
They were entirely successful. The final design is a fully functional 2 man helicopter capable of speeds up to 100km an hour.
helicopterhelicopter
Crew: 1 pilot, 1 passenger
Cargo: up to 100kg or 200kg without passenger.
Speed: 100km/h
Engine: 260kw
Flight time: 3 hours at full speed, 6 h at hover
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Shark dive bomber
Aircaraft designed to operate in clear skies, quite slow, one engined dive bomber armed with one built in 40mm gun (20 shells), one 14mm machinegun and bomb mountings (yep, no machinegun). Designed to obliterate light fortifications, enemy armor and ships with dive attacks
Should use those 20 additional engineers to design it (+ our own of cause) and 200 workers to produce initial run
2 engineer, 2 experienced, 20 novice engineers were assigned this task.
Sharkdive bomber
WingSpan: 12m
Weight: 5500kg
Engine: 1200kw v12
Crew: 1 pilot
Armor: 6mm hemicylinder underneath pilot and engine, + 6mm pilots seat back
Armament: 1 HVG-40 (20 rounds), 1 14mm HMG, 3 bomb mountings
Speed: 420km/h
250kg ordinage: 385km/h
375kg ordinance: 370km/h
500kg ordinance: 355km/h
750kg ordinance: 330km/h
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Glorious refit instead of new cruisers. Remove the very heavy, outdated steam turbines and replace with 10 of the new maritime engines. Remove all 80mms, replace all 8 40mms with 4 open-mount twin HVG-40 turrets, as well as 4 Hydra turrets, and 8 GVS-14s. move the 160mms to the sides, and mount two 320mm turrets, as well as a sonar installation(and if the tech permits, a radar unit as well),while removing the mines and mine-laying equipment.
1 experienced nautical engineer, 2 experienced engine engineers, 1 engine engineer 7 experienced engineers, 7 engineers, 3 novice engineers where assigned to and complete this task. A great deal of effort was expended to get this task completed early enough that one of the glorious cruisers could be refit this year.
The engineering project was completed rapidly enough that one of the cruisers could be refit in time for the end of the year. The forwards facing pair of 160mm turrets were replaced with 320mm turrets with armor added to the same standards as the 160mm armored turrets. The rear 160mm turrets were removed and replaced with 4 160mm turrets, the forwards of the two sets can fire forwards or backwards, but only 1 to either side. the rearward 2 turrets can fire backwards, on their own side and to a limited degree to the other side. Your engineers note that the Glorious was never built for guns of this size, and they recommend they are fired in a limited arc facing forwards. This configuration of guns doubles your rearward firepower, more than quadruples your forwards fire power, but reduces maximum sidewards firepower by over half about half. But with Alexi capable of providing escort, that should be little trouble.
Glorious IIArmored Cruiser
Length: 100m (328ft)
Displacement:3320 metric tons
Propulsion: 12mW (16000hp)
Speed: 45 km/h
Armor: 120mm 5.2 meter tall band
Crew: 320
Armament:
2 320mm cannon turrets (forwards)
2 160mm cannon armored turrets (forwards, 1 side, back)
2 160mm cannon armored turrets (back, 1 side, half of other side)
4 double 40mm HVG-40 turrets
1 helipad
1 radar
Tonnage Allocations:
400 tons 10ximproved maritime engines (with fuel/support for long range deployment)
1000 tons cruiser parts
1000 tons armor belt (Density of steel plate ~8g/cm3 giving 125million cubic cm of armor, or enough for 2 100 meter long, 120mm thick, 5.2 meter tall bands)
320 tons of main 320mm cannon armored turrets (160 tons each including turrets)
100 tons of 320mm ammunition
400 tons secondary 160mm cannon armored turrets (100 tons each including turrets/ammunition)
40 tons tertiary 40mm cannons (5 tons each including turrets/ammunition)
40 tons Hydra turrets (5 tons each including turrets/ammunition)
20 tons radar
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Begin an upgrade on the RPG, priority on increased damage to allow reliable penetration of medium armor with 1 hit and multiple hits to
penetrate heavy armor.
Secondary priority on range and accuracy.
On this task 1 engineer, 1 green, 1 novice, 1 experienced, 1 veteran engineer were assigned.
Scorpion/Argument IIThe resulting design is built on the previous Scorpion AKA Argument design and uses the same launcher and propulsion. However this one has a warhead aproximately twice as wide that protrudes from the end of the launch tube. It is capable of penetrating up to 40mm of armor, but has a slightly reduced range as a result of the added weight.
Note: the previous RPG weight of 20kg of weight included 3 rockets, with these new rockets that will be 2
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Begin an upgrade on the assault rifle, priority on rate of fire and bullet velocity, secondary prioloty on accuracy and recoil reduction.
1 rifle engineer, 6 engineer 7 experienced, 1 veteran, 1 novice were unable to substantially improve this design without introducing a flaw.
Your engineers were able to increase the RoF up to about 750 rpm.
Your engineers have been able to increase bullet velocity by switching to aluminum bullets. Unfortunately these tend to not penetrate very well (this is a flaw), and the govornment is unwilling to introduce them into the supply chain.
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KTT-1 standard 2-ton truck. A truck/halftrack capable of hauling large amounts of supplies(and/or troops) at a reasonable speed. A special feature of this design is a removable large-capacity modular refueling tank for servicing our vehicles. Because it is not meant to be in combat(as it will be in the supply train behind the combat forces), it won't be armored to save weight. Simplify the engineering as much as possible by basing it on our earlier Cricket armored cars(with the new 400kw fdiesel of course)
1 engineer, 1 green, 8 novice, 1 experienced and 1 veteran engineer were assigned to and completed this task.
truckBased on the earlier Cricket chassis, this center engine, rear wheel drive truck replaces the back half track with a pair of rugged duely axels. The trucks bed is higher and longer than the cricket, providing more than 3 times the cargo space. This truck is capable of up to 80km/h over roads.
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Shark dive bomber
Aircaraft designed to operate in clear skies, quite slow, one engined dive bomber armed with one built in 40mm gun (20 shells), one 14mm machinegun and bomb mountings (yep, no machinegun). Designed to obliterate light fortifications, enemy armor and ships with dive attacks
Should use those 20 additional engineers to design it (+ our own of cause) and 200 workers to produce initial run
200 workers are assigned to this project, producing 52 of the new dive bombers.
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Proposal I: Request a new factory to be built, dedicated to the production of our new air superiority fighter. This should help boost the number of aircraft the theatre needs.
Factory dedicated to the Lightning AKA Stormfront is now under construction, ss well as a factory for the guns required to keep it fully operational. Other factories
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Dedicate a large portion of production to make our skies safe. Build radars\80mm guns\New interceptors (I suggest "Lightning" name (AKA stormfront)) as we need safe rear during the war with Capia
100 workers, 50 novice workers and 50 experienced workers are assigned to this task.
Some of your men assist govornment workers to install RADAR installations, providing 50% radar coverage this year.
Some of your men work on 80mm AA guns, producing 50 of them.
Some of your men work on Lighting intercepters, 22 are produced.
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Build more subs (Vengeance) at our own shipyard for attacking Capian Navy and showing Morovia that we can play that game, too
Your shipyard continues to produce subs, 7 in total before the end of the year.
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Continue expanding the university to provide more engineers to the cause.
20 novices and 2 workers are assigned to this task and complete it. You may now recruit 8 engineers a year.
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Set up hydra turret emplacements around our critical factory/shipyard complexes for that much more AA protection
You deploy hydra turrets around high value targets including your facility, the capital and various manufacturing centers.
The remaining 21 workers, 42 experienced, 20 veteran, 2 veteran++ and veteran++ workers are assigned to assisting with the expansion of military production. While they may not fully complete each task, progress is made on each of them. They were able to construct 6 additional structures beyond what the govornment was planning for the year.
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Build several dedicated factories to make Hammers as well as ramping up K-1 production even more. In fact, spool down Badger production to free up the manpower for this(or retool those factories for this, whichever works better). We have enough Badgers to last us quite a while
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Build dedicated rail lines between our materials sources and our factories to increase supply capacity. Start building rail lines to our towns closest to the frontiers of Capia in preparation to transporting a large number of troops, armor, guns, and supplies for the attack.
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Request a new factory to start manufacture of the infantry radios. The faster we can equip the army with them, the better.
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Request a system of technical schools in order to boost the rate at which new workers are trained, along with increasing the quality of them. This should help up our production capability.
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Should shark dive bombers get designed, petition a factory for them using workforce left after the destruction of the Wolverine factory
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Double number of all factories. We need more production. We need huge amounts of small arms and several hundred vehicles per year produced.
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Over the first half of the year, the Morovian submarine menace slows as you become more capable of patrolling your shipping lanes and the enemy submarines become more wary of your ASW patrols. They still strike at opportune targets. You loose only 20 non military ships to sub attacks, 2 pt boats and 1 supply ship are destroyed as well. You only managed to destroy 5 enemy subs as they grow more cautious.
Halfway through the year, an ASW escorting an Alexi 1337 picks up fast moving sonar contacts at extreme range. A barrage of long range torpedo's fired from a submerged submarine. As your ships were moving at full speed and were able to take evasive action due to sonar warnings, most of the torpedo's missed their mark, however the Alexi 1337 was severely damaged by 3 hits and had to be towed to dry dock. While it is no back up and running, it was unable to participate in the capian offensive. Throughout the rest of the year, mixed attacks of older surfaced subs and these new long range torpedo's occur, resulting in the loss of 60 non-military ships and 4 ASW ships and netting 2 more enemy sub kills.
Morovian long range bombing raids also continue to increase in number. With a partial early warning system in place, combined with squadrons of the new high performance aircraft, interception rates increase to keep pace. 20000 civilians die to the raids, as well as 2000 infantry, 3 coastal defense guns, and a patriotism Mk3 factory. Your air defense priority was industrial, preventing the worst impacts on your war effort as your new intercepters and AA guns tear the enemy aircraft apart. You have shot down 100 enemy bombers this year.
Towards the end of the year, the battle plan is drawn and a declaration of war is prepared. By the time it was read, over 1000 of our aircraft had flown over the sea and aproached Capia out of the sunrise, 100 PT boats were cruising towards their harbors followed by all 15 of our submarines, the Glorious, Glorious II , 2 Popular devotion support ships, 5 Popular devosion ASW, and both Alexi. Our 5 Alexi 1337 and the rest of our naval assets were kept in reserve.
In the hours before the declaration of war, our prototype transport towed 4 gliders into position and released them to glide towards one of Capia's fortresses before parachuting 20 more special forces into the forrests outside their capital. The 40 soldiers on fortress assault were armed primarilly with silenced SMG's, and grenades. The 20 soldiers in the woods were armed with a mixture of SVA-10 modified with sniper scopes, AT rocket launchers, 40mm mortars and 2 14mm sniper rifles. The gliders performed well and all 4 landed. They took the fortress by supprise and managed to capture it without raising an alarm outside and with only 12 losses. The soldiers outside the fortress set an ambush.
Our second target, and the one we sent the bulk of our forces against was the Capians capital harbor where the majority of their fleet is stationed. Between the Zyphers and Wolvarines, we had a thousand fighters in the air, our feathers and interceptors remained at home on high alert as a reserve force. When we arrived at sunrise, 2/3 their fleet was in harbor and had not recieved official alert of the declaration of war. Over 400 tons of ordinance was dropped on the fleet, sinking 1 cruiser, 2 frigates, 2 destroyers and 5 escort ships before the enemy could react. The air wave turns for home, with the Zypher keeping pace with the Wolverine bombers for escort. The Capians were not able to intercept our airforce on the way out of the country.
The remainder of the Capian fleet in harbor quickly steamed for open water only to encounter our PT boats who fired almost 180 torpedo's into their forces head on before retreating and dumping 160 mines in their wake. The Capian navy was able to return fire with 50mm, 75mm, 100mm and 200mm cannons, the agile PT boats where mostly able to evade, but even one hit from any of the cannons was enough to destroy or disable a boat, 26 boats did not return. Due to the manuevering to avoid fire, the chances of a hit were low, but 12 torpedo's struck home. As did 4 mines. Sinking 2 frigates, a destroyer and 6 escorts.
The enemy fleet that made it through consists of 2 6000 ton cruisers (1 heavilly damaged), 2 3000 ton frigats, 3 1000 destroyers and 4 200 ton escorts. Our subs move in first, their fleet has sonar and are alerted for evasive maneuvers before our subs can surface and fire. 8 of our subs are destroyed by incoming fire, but the wounded cruiser and a destroyer are sunk as well.
Our Glorious II opens fire with its massive 320mm cannons, getting 2 salvo's in before the enemy can close in. All of the massive shells miss. The enemy Cruiser opens fire with its 200mm guns, 3 shells splash harmlessly into the water, 1 slams into the Glorious II armor plate above the water line. The capian shell can penetrate 300mm of armor and smashes through the 120mm armor and comes to rest somewhere near the ammunition magazines for the front 320mm turret, this was not a fatal hit.
The glorious II returns fire with its 320mm and misses again, the ship rocking under the massive recoil. The Capian cruiser fires 2 more vollies before we enter 160mm range, 7 shells splash harmlessly, 1 critically hits the armor of the Glorious II in its aft section and pierces the deck and passes through an engine room and out the bottom of the ship. The ship begins to flood and is operating on half power. By the time the affected area could be sealed off the ship sits 4 meters lower and is no longer able to turn its 320mm cannons safely against the oncoming cruiser. Instead it opts to target a frigate. Its first hit rips the ships bridge tower completely off and the second detonates its magazines and it erupts into a spectacular fireball.
This time the Glorious punshes a hole through the cruisers forwards turret, detonating over 200kg of propelent as it is being loaded. This knocks out all of the cruisers forward guns. The Glorious II hits high as well and catches their bridge on fire. The cruiser is effectively out of the fight.
The Glorious's turn their attention to the next frigate, getting 2 salvo's of 160mm and a single 320mm shot off before it can get into effective 100mm range. 4 of the 8 160mm shells strike home. 2 hit the armor below the water line and cause minor damage. 1 hits the fordeck for moderate damage and one lands amidship and disabled one of its turrets.
The frigate and 3 destroyers open fire with their 100mm guns, miraculously all 8 shells of their first salvo miss. 3 shells of their second salvo hit the Glorious. One hits the below the water line, the 100mm can penetrate 150mm of armor, there is a chance it bounces, but it does not and rips a hole for moderate flooding, your crew is quick and seals off the section before the ship could take on much water. The other two shots hit amidship and on the bow causing light damage and starting a fire.
Your 10 forwards 80mm cannons aboard the Glorious, Alexi's and Popular Devotions open fire, 6 score hits. 5 hit armor and do no damage and one hits midship for moderate damage. return fire and score 3 hits. The Glorous armor stops one hit, buckles under another and the third hits its tower, killing the crew that was putting out the fire. Your ships return fire once again, the 80mm's prove ineffective but the 160mm's strike a critical hit, punching through the frigates armor at the water line, flooding the ship and setting its fuel on fire. The other hit lands amidship and apperently takes out the ships engines. The frigate wallows deeply and begins to sink beneath the flames.
The 3 destroyers fire a slavo of 12 torpedo's before they turn broadside against your fleet as the escorts continue forwards and fire torpedo's. They can now bring 6 100mm guns to bear as well as 9 75mm guns, plus the 4 75's mounted on the escorts. VS your 4 160mm guns, 10 80mm guns. Their first salvo knocks out the already burning Gloriouses bridge, taking it out of the fight and does minor damage to the Glorious II. Your first salvo lands 10 hits, including 2 160mm hits, destoying 1 destroyer and 2 escorts.
Their next salvo lands 6 hits and takes out the Glorous II's guns and sinks 1 Popular Devotion support ship.
9 torpedo's strike home, destroying the already crippled Glorious, an Alexi and a PD support ship severely damaging the other. Your ships manage to finish off the rest of the fleet with the loss of just 3 ASW ships.
The Capian navy most likely has one recently constructed Cruisers left with one more under construction and a hand full of other ships. They no longer outweigh your fleet, but may still pose a threat.
The first few hours of the ground compaign go well as our Badger and Hydra tanks move rapidly to take ground followed by 8000 mechanized infantry in crickets and our K-1 tanks and almost a thousand men in battle busses. With our newer aicraft refueling and rearming, the invasion was supported mostly by feather biplanes. Before the end of the day we encountered entrenched infantry positions with heavy artillery and air support. The enemy has powerful 75mm AA guns that make terribly quick work of our slow biplanes, and the Morovian fighters they encounter have also been upgraded with 6 6mm machine guns spitting out up to 5400 rounds per minute. We lost over 400 feathers to enemy aircraft and AA. The heavy Capian tank is encountered in small numbers, It carries a simple 60mm front plate, minimal side and rear armor and a 75mm anti tank gun. It is immune to frontal fire from both our badgers and K-1, but can be quickly destroyed once flanked by any of our tanks other than the original badgers with low velocity shells, which must aproach to point blank range to penetrate. Flanking is however easy, considering the it is not capable of more than 30km/h and turns slowly. The Capian light tank is slightly heavier than our Badgers and mounts a 50mm medium velocity gun, it can reliably destroy our badgers, but not our K-1. It is also slow, under 40km/h and can be destroyed by any of our tanks.
Our special forces outside the capital ambush military units rushing to retake the fortress once it becomes apperent that it is not communicating, They destroy 4 enemy armored vehicles and hundreds of men before retreating and harrassing with sniper fire. The forces in the fortress rig it for demolition and retreat as well. This provides a useful distraction.
With the zyphers and wolverines refueled and rearmed they are escorted by the new interceptors and restore air superiority while bombarding the enemy artillery. Within days our column has pushed to the capital and captured their president. This has come at a great cost, mostly from artillery bombardment that could only be effectively countered by maneuver or airstrikes.
The rest of Capia may be harder to capture once the Morovians enter the battle.
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1 experienced electronic engineer (1d10*2 for applicable projects)
5 electronic engineers (1d8*2 for applicable projects)
2 acoustic engineers (1d8*2 for applicable projects)
1 experienced aviation engineer (1d10*2 for applicable projects)
3 aviation engineer (1d8*2 for applicable projects)
2 experienced engine engineer (1d10*2 for applicable projects)
2 engine engineers (1d8*2 for applicable projects)
1 experienced rifle engineer 1d10*2 for applicable projects)
2 rifle engineer (1d8*2 for applicable projects)
1 experienced nautical engineer (1d10*2 for applicable projects)
3 heavy metal engineer (1d8*2 for applicable projects)
10 veteran engineers (1d12)
20 experienced engineers (1d10)
30 engineers (1d8)
41 novice engineers (1d6)
1 green engineers (1d4)
1 veteran++ worker
3 veteran+ worker
33 veteran worker
124 experienced workers
292 workers
55 novice workers
A like new brick office
A large flat field, suitable for use as a runway.
An old partially bombed out wharf with:
1 operational dockyard up to a displacement of 2300 tons (large enough for frigates)
3 warehouses converted to a small factory/machine shop.
1 Excellent College of Engineering (produces 8 engineer specialists/year)
1 Technical School (produces 10 workers per turn)
Other buildings located in our test facility:
1 cross disciplinary military academy
1 military training facility
1 institute of scientific inquiry
1 large airship hanger complex (10 large airships,20 medium or 40 small)
1 small arms complex (6000 SVA-10, 12000 TPLF, 1600 punisher, 1600 RPG, 1600 SMG, 40 Stinger)
* 3 SVA-10 (0.4)factory: 6000/year
* 1.5 "The Peoples Little Friend" (0.1) factory: 12000/year
* 0.4 SVA-RX Punisher (0.2) factory: 1600/year
* 0.1 Stinger (2) factory: 40/year
* 2 RPG (1) factory: 1600/year
* 1 SMG (.5) factory: 1600/year
under construction:
* 2 portable radio (2) factory: 1600/year
* 3 SVA-10 (0.4)factory: 6000/year
1 artillery complex: (12 320mm coastal defense gun)
* 1 320mm Coastal Defense Cannon(66) factory: 12/year
under construction:
2 80mm AA gun (16) factories: 100/year
shut down:
* 1 light gun trailer (4) factory: 200/year
1 Light Tank Complex: (100 hydra, ?)
* 2 Badger Mk2 chassis (16) factory: 100/year
* 2 Hydra turret (10) factory: 160/year
* 2 Patriotism Mk1 (2) factory: supplies hydra turrets
* 1 HVG-40 (6) factory: 133/year
Shutdown:
* 2 Badger Mk2 chassis (16) factory: 100/year
* 1 Badger turret (
factory: 100/year
* 1 HVG-40 (6) factory: 133/year
1 Heavy Tank Complex (32 K-1, 16 MAIW, 16 K-1d, 16 K-1 turrets)
* 2 K-1 chassis (50) factory: 32/year
* 2 K-1 turret (25) factory: supplies k-1 and k-1d tanks with surplus 16/year
* 1 MAIW Battle Bus chassis (50) factory: 16
* 1 drive train (12) factory: supplies K-1 chassis and MAIW chassis
* 1 80mm cannon (10) factory: supplies K-1 turrets with surplus: 16/year
* 1 K-1d chassis (50) factory: 16/year
* 1 400kw drive train (12) factory: 66/year
under construction:
* 3 k-1d chassis(50) factory: 16/year
* 1 K-1 turret (25) factory: 32/year
* 1 2x400kw drive train (16) factory: 50/year
* 3 Hammer chassis (32) factory: 75/year
* 2 160mm gun (20) factory: 80/year
* 1 80mm cannon (10) factory: 80/year
1 Aircraft Complex: (133 Zephyr, 50 gliders, 15 airships,?)
* 2 Zephyr(12) Factory: 133/year
* 2 Patriotism mk3 (2) factory: supplies Zephyr with surplus: 534
* 1 GSV-14 (4) factory: supplies Zephyr with surplus: 67
* 0.25 glider (4) factory: 50/year
* 0.75 airship bomber (40) factory: 15/year
under construction:
* 2 Lighting/Stormfront (16) factory: 100/year
* 1 GSV-14 (4) factory: 200/year
* 2 Shark (20) factory: 80/year
1 Armored Car Complex: (320 Armored Cars, ?)
* 4 Cricket Chassis (10) factory: 320/year
* 1 Patriotism mk3 (2) factory: supplies crickets plus surplus: 80
under construction:
4 Cricket Chassis (10) factory: 320/year
1800 ton boat yard to the production of Popular Devotion ASW:(10/year)
800 ton boat yard producing Righteous PT boats (53/year)
1400 ton boat yard producing Alexi l337 class frigates: (1/year)
3000 ton dry-dock:
repairing Alexi class frigate
then
producing Alexi class frigates: 1/year
+dry-docks are mostly for repair, construction proceeds at half pace.
8000 ton dry-dock:
+dry-docks are mostly for repair, construction proceeds at half pace.
~24000 veteran infantry
~20000 infantry (minimal combat experience)
Standard Issue Equipment
Armor: woolen winter long coat + open steel helmet
Primary Weapon: Mosin Nagant with improved ring sights
Secondary Weapon: bayonet
~4200 Patriotism mk1 water cooled machine guns
~3500 Patriotism mk2 air cooled machine guns
~1000 special forces
Armor: woolen winter long coat + open steel helmet
Primary weapon: varies
Secondary weapon: varies
Infantry Weapons:
300 14mm sniper rifles
30000 9mm pistols
4000 shotguns
20000 SVA-10
200 Dogma 40mm mortars
1600 RPAT (Rocket Propelled Anti Tank) Argument/Scorpion
110 suppressors.
~2000 captured 6mm carbines
45 GSV-14
1800 AT weapons
400 grenades
2100 smg's
1000 parachutes
9 Patriotism Mk3
uncategorized:
75 surplus hydra turrets
16 K-1 turrets
Armor & Artillery:
587 40mm tow-able cannons
82 HVG-40 tow-able cannons
129 Badger Tanks (diesel)
219 Badger Mk2 Tanks (gas)
475 Badger Mk2a Tanks (gas, HVG-40)
469 80mm medium cannons
375 Hydra AA badger variant
60 320mm coastal defense cannon
856 Cricket Armored Cars
82 K-1 Thunder
15 K-1d Thunder
41 Battle Bus
51 80mm AA guns
1 Hammer
Air Force:
50% radar coverage
20 recon balloons
264 Feather biplanes
416 Wolverine biplanes
20 Lightning/Stormfront intercepters
379 zephyr
32 bomber airships
146 gliders
47 shark dive bombers
1 prototype transport
Naval:
1 barely floating Glorious II Cruiser
1 Popular Devotion Support ships
25 Popular Devotion ASW
1 Alexi class frigate
5 Alexi 1337 frigate
214 Righteous PT boats
2 "fishing boats"
7 subs