This returnsThis game takes place in fictional Universe, not unlike ours. The Great War has only recently come to an end, and our country, though not heavily involved, still bears the scars of this devastating event. The fighting was not over however. Their eyes opened by the senseless slaughter, the people of our Glorious nation have revolted and overthrown the brutal monarchy that had reigned over the country for almost 200 years. A new government of the people was installed, and peace and prosperity restored. This is however not a time for festivities war is once again looming over our country. Our nations has been shattered by the fires of the revolution, and even now many areas still refuse to head our commands. Our neighbors have descended like vultures, taking our most prized possessions for themselves
Our nation sits on the tip of a large peninsula, our rightful territory spanning across the mountains that divide it and across the sea towards several nearby islands. At least, that is what the official maps say. The reality is starkly different. We're in control of the former heartland of our nation, the large industrial cities located in the South east of the Peninsula. However, the cowardly nation of Echar has used the chaos of our revolution to seize the plentiful coal and iron mines further North, while we did not have the resources to defeat them. Pushing them back will be hard.
Crow's Isle, the Summer retreat of our former royalty and now the location of their diminished dynasty, has gained an alliance with the nation of Vaskia. We suspect they're using the plentiful Gold mines on the Island to pay for this protection. It's an effective deterrent. Vaskia's strong naval power and location would allow them to cut of our trade lanes with remarkable ease.
Lastly, there were a few islands once in our possession across the Peninsula. These islands have undergone a "revolution" of their own, and have voluntarily decided to join with Ufrus, another important power in this area. This is a blatant powergrap, but not one we're equipped to deal with now.
So Today is the first day of your new job, as head of our nation's only institution on military development. Our military is severely hollowed out after the revolution, and most of the navy has fled together with the monarchy, or has been sunk to avoid falling into enemy hands. Our equipment is seriously outdated, and war is imminent. You've been given control of a small military base, or what's left of it.
An single floor brick building
A small, flat field that could serve as an airstrip.
A wharf, partially blocked by a sunk Destroyer
-1 800 ton dockyard
A small factory [Up to 400 Production Points]
A test range (Former ammunition store. Or what's left of it)
Some more destroyed buildings
-Design team Alpha [Large projects]
-20 Novice engineers
-Design team Beta, Gamma [Medium Projects]
-10 Novice engineers
- Design team Delta, Epsilon [Small Projects]
-5 Novice engineers
-100 Workmen
40,000 Infanty:
Standard issue equipment:
Armor: woolen winter long coat + open steel helmet.
Primary Weapon: Mosin Nagant
Secondary weapon: bayonet
Naval forces:
2 Glory Class Cruisers
3 Revolutionary Destroyers
Air forces:
50 recon balloons
Designer notes:
I am using plenty of abstractions and best guesses. So well, when giving details, please say what's special about them.
I will occasionally come in with demands from the government and military to develop a general/specific type of thing. You are otherwise permitted to design any kind of hardware you like. Note that the more outlandish technologies you propose may be impossible, have severe drawbacks, or take far more resources than you have to develop. Even for entirely reasonable projects, there will be some element of chance where what you want to produce will end up costing more or less than you anticipated, or what you get may not exactly match your proposed design.
Design of vehicle and ships is a large project, design of new large weaponry is a medium project, and modifications of either and small weaponry design are a small project.
Rules1. All proposals must be bolded
2. All proposals must have an unique number
-In case of accidental duplication, please split in 6a and 6b, or add one to the end of the queue. Don't move up everything else. That causes confusion
3. All proposals must be marked as a Large, Medium or Small project.
4. Design proposals begin at 1, for each year
-Proposals continued from last year will be placed in italics, and include the year before the number. (Only do this for proposals that were worked upon).
5. Production proposals begin at A, for each year.
6. Other proposals, like reorganization of the team or political war plan suggestions will be marked using the greek alphabet
7. Proposals and Votes are unlimited. Please don't abuse this.
8. Each proposal that doesn't follow these rules will be terminated with extreme prejudice.
Example: 1. I propose we mount lasers on sharks 1920:1 Seeing as the project wasn't finished last year due to a shark shortage, I propose we continue with mutated Sea Bass1: 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: You can vote for a Proposal and it's supportive subproposal, but not for a proposal and it's counter subproposal.
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 votes1: you must specify the proposal number explicitly.
2: you must use the word vote.
3: Each user should make all of their votes with one post if possible
4. You should edit in your vote into the proposal tracker (template below). Always use the latest quoted example.
//Design proposals are on top.
1. Short description of proposal here (1 Line max)
Votes here. Include first 3 letters of name and add to total number
1.1 Short description of subproposal here (1 Line max)
2.
3.
4.
5.
6.
//Production proposals follow
A: Short description here
A.1: Short description of sub proposal here
B:
C:
D:
E:
F:
// Generic suggestions, requests for more fundings and other stuff is below
Alpha :
Beta :
Gamma :
Designing Stuff :
Designs are broadly defined into 3 large categories, these being Large, Medium and Small.
A large design is used for major technological breakthroughs, complex designs featuring various parts, or simply things that are very large. Most vehicles, and almost certainly all ships will find themselves in this category/
A medium design is used for designs that progress but not revolutionize technology, and are fairly limited in scope. Making new weaponry, components or improving upon existing ships will fall under this category.
A small design is used to reiterate upon previous designs, resolve flaws, or simply to get an estimate of the cost and difficulty of a design before committing to it.
Work on design happens by team, each of whom is made up of a certain number of engineers. A minimum number of 5, 10 and 20 engineers is required to work on a small, medium and large design respectively. Smaller teams can be combined to make larger slots if desired.
Progress on designs is determined by a fixed increase per turn, and then increased by a roll of the dice. All engineers, regardless of skill roll 1d10. However, their chance of success differs. A novice engineer will gain a success on a 8 or higher, while a master engineer will do it on a 4 or higher. In addition, engineers who roll a 1 can add flaws to the project, while those who roll 10 can add successes.
Novice : 8 +
Adequate : 7+
Proficient : 6 +
Expert : 5 +
Master : 4 +
Designs are numbered with decimal, Arabic numbers.
Production
All designs have a cost associated with them, expressed in production capacity. In order to deploy the design, it needs to be produced by factories and other installations under you control. All these factories produce Production capacity.
Only Naval production differs. Each naval design is determined by both a tonnage and a production time. In order to produce the design, space needs to be available in a dockyard or shipyard of appropriate size. If needed, multiple ships can be constructed, and depending on the ship design it may be needed also allocate Production capacity or produced weapons to supply the vessel construction.
Resources and Trade
The nation's resources for war are limited, but represented in an abstract way. There are no stockpiles of resources, only fixed caps on how many you can use at once. Factories, armies, ships all consume resources. Bombing and loss of territory can result in loss of resources, while gaining territory and trade can result in gaining resources.
The latter however, is subject to enemy interference. Trade convoys are a resource like any other, and if too many are lost then you can not exchange sufficient resources, a short overview below.
If the nation finds itself short of resources, the design bureau has 3 options. It can spend time to find a way to do without. It can ask the government to increase mobilization, diverting resources from civilian to military pursuit, or it can ask to increase production. The latter will consume resources of it's own, but hopefully those are more plentiful.
A list of resources below:
Workforce:
Food:
Coal:
Iron:
Steel:
Rubber:
Advanced parts:
Advanced electronical parts:
Ethanol /Methanol:
Special fuels:
Explosives:
Diesel:
Gasoline:
Trade Convoys :