Pregame Design Phase of Turn 2:This 18" diameter, 17' long torpedo is designed for a range of 2000 yards and a speed of some 34 knots. Design weight is about 1200 pounds, with a 200lb TNT warhead. Propulsion is via two contra-rotated propellers powered by a compressed-air driven turbine.
Part of the design work on this torpedo is also designing a series of reliable torpedo mounts, focusing on two-tube arrangements.
Effectiveness: 2 | Cost: 4 | Bugs: 3
The Zeeslang Torpedo is...Honestly not exactly what we wanted, but what we got. It's disappointing for us, as not only is it capable of only 28 knots, it has half the range of what we desired. Further, it has a noticeable dud rate, especially when at an angle that's not mostly flat, though luckily this isn't so bad as to be over a third of the time. If anything the main thing that actually works as intended is the launcher, which does everything it needs and more so. But even then, getting a duel surface launcher isn't something that we have managed to work due to weight and turning issues. But what we currently have went well at least...Unlike the torpedoes themselves...On the bright side, the constriction of the torpedoes are actually somewhat simple, and the materials needed not too expensive, meaning it's a bit cheaper than originally expected
The Light Gun Modernization Project, is a program with the intended goal of creating a new set of light naval guns (6 inches and smaller) meet the navy's increasing need for better guns.
The guns are to be designed to handle the new Draadkruit powder propellants at 1.5 times the expected maximum load to ensure safe margin. Unlike the previous generation of light naval guns these new ones have replaced the old BL screw blocks with QF sliding wedge breach blocks, the gun barrel will be of a new build type which will be called "radially expanded", unlike other build types which used hoops or wire to reinforce the barrel it used a technique called autofrettage to strengthen the barrel itself to be able to handle the high pressures experienced in the gun chamber. This results in a single piece barrel that is as light as wire wound while being cheaper and fast to make. Instead of having the rifling be engraved directly onto the interior of the barrel it self an internal liner with the rifling is placed inside which can be replaced when the rifling is worn out greatly extending the service life of the barrels. With the anticipated increase in power from the new Draadkruit powder and thus recoil, all gun will have hydraulic recoil pistons to cushion the recoil ensuring that the gun mount do not get shaken apart from repeated firing.
2 inch:
QF 2"/40 M1895
3 inch:
QF 3"/40 M1895
4 inch:
QF 4"/45 M1895
5 inch:
QF 5"/45 M1895
6 inch:
QF 6"/45 M1895
Effectiveness: 6 | Cost: 2 | Bugs: 4
The new light guns project has gone fairly well. While the naming is suspiciously similar to that of a certain other island nation, it is fully and completely our own work, and it works far better, and that has nothing to do with the fact this has come into being a number of years after. Regardless, the guns in question are long range, and fast firing. Really, it's more a matter of simply how fast the crew can load them rather than how fast the gun can actually sustain fire. Despite this, accuracy while good initially, tends to start to fall after firing enough for a proper bombardment or battle, requiring a replacement of the rifling, which is it's main and biggest issue and what causes the most cost for the things. There's also the issue of retooling of factories being slow and inefficient at the moment that seems to plague our efforts. But, at least despite that the guns are all quite good. The six inch version has a theoretical max range of 20k yards, though a much smaller effective range, though all share the same effective range more or less, and the theoretical max range per inch smaller is roughly reduced by only 1500 yards. Other than this, the guns have a seemingly sleek and long look that makes them distinct, though this doesn't effect preformance.
It is now the Design Phase of Pre game Turn 3. You have 6 dice remaining to spend on Designs, ships, or simply Save for the next turn.
Naval
Early 7/9/10/12 inch guns
QF 2/3/4/5/6 M1895 guns (Somewhat expensive. Rifling wears out faster than ideal. 20k max range estimate for 6 inch version.)
Basic Surface Single Torpedo Launchers
Advanced Triple-expansion engines.
Decent Boilers
Early coal/oil hybrid firing.
Steel hull construction.
Single Casemates.
Single and Double gun turrets.
Möser-Fokker Cemented Armor
Basic Damage control techniques.
Cordite Draadkruit Smokeless Powder
Zeeslang Torpedo (Somewhat Unreliable Torpedo with 28 knot speed and 1000 yard range)
Marines & Installations
Defensive guns (Uses same calibers as naval guns)
UVW T92G (Basic Bolt Action Rifle)
UVW T88R (Basic Revolver)
Veenland National School of the Navy (Costs 20 PP to maintain)
7,000 Displacement Dry docks.