#1 STGOD rules thread
Posted: Thu Oct 29, 2009 6:00 pm
This thread is for the discussion of modifications to the STGOD rules.
Ladies and Gentlemen, our starting point.
Note: Rule System updated.
Ladies and Gentlemen, our starting point.
The floor is open.Simplicity itself. Simply assign your points to each of the categories until you run out. That'll give you the basis around which to write up the details of your nation.
Starting Points: 30
Population
0. 1 million
1. 30 millions
2. 60 millions
3. 90 millions
4. 120 millions
5. 150 millions
Home Territory
0: National Land Area of <20,000 sq. kms
1: National Land Area of >20,000 sq. kms
2: National Land Area of >200,000 sq. kms
3: National Land Area of >600,000 sq. kms
4: National Land Area of >2,000,000 sq. kms
5: National Land Area of >6,000,000 sq. kms
Colonial Territory
0: Nothing
1: Colonial Land Area of <200,000 sq. kms
2: Colonial Land Area of >200,000 sq. kms +1 population
3: Colonial Land Area of >600,000 sq. kms+ 1 to population+1 economy
4: Colonial Land Area of >1,000,000 sq. kms+2 to population +1 economy
5: Colonial Land Area of >2,000,000 sq. kms+2 to population,+2 economy
Industry
0: 30pts/3mo, size limit 10kt.
1: 60pts/3mo, size limit 20kt
2: 120pts/3mo, size limit 40kt (you need at least a total of 6 points in the following fields: population, infrastructure, economy and colonial possession)
3: 150pts/3mo, size limit 60kt (you need at least a total of 9 in the above-described fields) + 1 to a focus of your choice
4: 180pts/3mo, size limit 60kt (you need at least a total of 12 in the above-described fields with at least a 3 in population and a 3 in infrastructure) + 2 to a focus of your choice
5: 210pts/3mo, size limit 60kt (you need at least a total of 15 in the above-described fields with at least a 3 in population and a 4 in infrastructure) + 3 to a focus of your choice
Economy
0: No deficit in wartime allowed.
1: 25% deficit in wartime allowed
2: 50% deficit in wartime allowed
3: standard economy. 75% deficit in wartime allowed.
4: (you need at least a 3 in population for this) 100% deficit in wartime allowed
5: (you need at least a 3 in population and a 1 in colonial possessions for this) 125% deficit in wartime allowed
Infrastructure:
0: Your army is little faster than a walking pace because it continually has to stop and forage for food. Your airforce can barely keep a squadron in the air for lack of spare parts, and your navy is rusting in drydock because you aren't providing it any fuel.
1: Your supply and transport system is at the lowest functional level. 50% decrease in military readiness and response time.
2: Your supply and transport system is at the below-average functional level. 25% decrease in military readiness and response time.
3: Your supply and transport system is at the average functional level. Your response time is the baseline speed - which, naturally, is to be determined.
4: Your supply and transport system is at the above-average functional level. 25% increase in military readiness and response time.
5: Your supply and transport system is at the above-average functional level. 50% increase in military readiness and response time. You
Standing Military Limit:
0: 25% of standard forces. 175 points.
1. 50% of standard forces. 350 points.
2: 75% of standard forces. 525 points.
3: The standard for a typical nation. 700 points.
4: 125% of forces to spend - 1 to economy. 875 points.
5: 150% of standard forces - 2 to economy and - 1 to industry. At least a value of 3 in population and a 3 in economy needed. 1050 points.
Naval Focus:
0: You have your royal yacht and little else.
1: Total naval tonnage cannot exceed 20% of your points. Combined Industry/Economy level of 4 needed
2: Total naval tonnage cannot exceed 30% of your points. Combined Industry/Economy level of 6 needed
3: Total naval tonnage cannot exceed 40% of your points. Combined Industry/Economy level of 8 needed
4: Total naval tonnage cannot exceed 50% of your points. Combined Industry/Economy level of 8 needed
5: Total naval tonnage cannot exceed 60% of your points. Combined industry/economy level of 10 needed
(Note: A capital ship is defined as being anything larger than fifteen thousand tons displacement. Placeholder tonnages until we can make sure of the limits we want. Shipyard statistics may also be added.)
Army Focus:
0: You have only your royal guard.
1: Your standing army is 10% of your points.
2: Your standing army is 20% of your points.
3: Your standing army is 30% of your points.
4: Your standing army is 40% of your points.
5: Your standing army is 50% of your points.
NOTE: You also have reserves. These are:
if Economy + Infrastructure = 10 points, then they are 20% of your population
if Economy + Infrastructure = 9 points, then they are 18% of your population.
(scales down to....)
If Economy + Infrastructure = 1 point, then they are 2% of your population.
Air Focus:
0: You refuse to embrace these ridiculous flying contraptions.
1: Your air force is 10% of your points.
2: Your air force is 20% of your points.
3: Your air force is 30% of your points.
4: Your air force is 40% of your points.
5: Your air force is 50% of your points.
Units:
Foot Infantry Division - 5pts (10,000 men)
Guards Infantry Division - 15pts (10,000 men)
Motorized Infantry Division- 15pts (5,000 men)
Cavalry Division - 10pts (5,000 men and 5,000 horse)
Tank Division - 20pts (200 tanks)
Attachments:
Artillery Regiment - 3pts (100 howitzers)
Siege Artillery Regiment - 5pts (20 heavy howitzers or 10 rail guns)
Engineer Regiment - 3pts (2000 engineers)
Guards Regiment - 3pts (2000 guardsmen)
AAA/AT regiment 3pts (100 guns)
Light Tank Regiment 5pts (50 tanks)
Heavy Tank Regiment 5pts (50 tanks)
10pts 1 wing of 20 monowing planes
15pts 1 wing of 20 2 engine bombers (1,200 pd bombload)
20pts 1 wing of 20 armored zepplins (8,000 pd bombload or 3 monowing planes)
-Navy (Escorts may have one upgrade, Cruisers may have two, Battleships may have three, Submarines cannot have any upgrades, a positive upgrade makes the effective increase one step better, and a negative attribute makes it one step worse. No single attribute can be lowered more than twice through upgrades. Battleships can opt to have no penalties for their upgrades, but pay double cost)
Escort: 20pt (Speed: High, Armor: Low, Attack: Low)
Cruiser: 50pt (Speed: Medium, Armor: Medium, Attack: Medium)
Battleship: 120pt (Speed: Low, Armor: High, Attack: High)
Submarines: 30pt (Speed: Medium, Armor: Low, Attack: Medium, Can only be attacked with +sub attack options and other submarines)
Carrier versions of cruiser and battleship can be opted for instead, with carriers able to carry 48, and 96 fighters depending on size. Carriers have very low attack and very low armor. Wings are purchased separately.
Upgrades:
Scout Vessel 5pt (+speed, -armor or weapons)
Anti-Air 5pt (+AA function)
Anti-Sub 10pt (+Sonar, -Attack vs. surface and air, +attack vs. submerged vessels)
Anti-Capital 15pt (+weapons, -speed or armor)
Reinforced Bulkheads 10pt (+armor, -speed or weapons)
Carrier Wings (Cannot use upgrade options from Air Force):
Interceptor (12 Fighters) (5pt)
Torpedo Bombers (12 Fighters) (10pt)
Escort/Recon (12 Fighters) (7pt)
Note: Rule System updated.