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Military Construction
Topic Started: Apr 1 2014, 07:17 PM (280 Views)
Shadows
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Rules: How Military Construction Works
RE: A New Beginning

There are three major forms of military production: ground production, aerospace production, and naval production. Ground production obviously focuses on all forms of ground warfare units, from jeeps all the way up to super heavy tanks. Aerospace production focuses on air craft, and when they become available, various forms of rockets and missiles. Naval production focuses on building naval vessels of all kinds, from patrol boats to Super Carriers. Each form of production will require their own resources and facilities to produce (including different types of facilities for different classes of military units). Below is a list of all of the various production facilities and what they can produce.

Ground Warfare
• Light Ground Vehicle Factory : These factories are capable of producing 200 Light Ground Vehicles per turn.
--Cost: $2,000,000
• Medium Ground Vehicle Factory : These factories are capable of producing 200 Medium Ground Vehicles per turn OR 400 Light Ground Vehicles per turn.
--Cost: $10,000,000
• Heavy Ground Vehicle Factory : These factories are capable of producing 100 Heavy Ground Vehicles per turn, or ONE (1) Rail-way Artillery piece per turn.
--Cost: $20,000,000
• Tank Factory : These factories are capable of producing 10 Super-Heavy Tanks, 20 Heavy Tanks, 40 Medium tanks or Tank destroyers, or 80 Light Tanks per turn.
--Cost: $20,000,000

Aerospace Warfare
• Basic Aerospace Factory : These are small scale factories, tailored to constructing airplanes. These factories are capable of producing 120 light planes per turn.
--Cost: $5,000,000
• Intermediate Aerospace Factory : These factories are larger than their small counterparts, and have better facilities within them. These factories are capable of producing 60 heavy planes per turn OR 1 Airship.
--Cost: $10,000,000
• Advanced Aerospace Factory : These factories are huge, and feature the best facilities capable. These are the factories necessary to produce either Jets or missiles. Each factory is capable of producing any of the following: 120 Light Jets (Fighters, interceptors, etc), 60 Heavy Jets (Cargo planes, bombers, etc), 10 Light Missile Systems (Portable SAMs, Theater Missile launchers, etc), or 5 Heavy Missile Systems (Mobile IRBMs and ICBMs) per turn. Not available at start of round.
--Cost: $50,000,000

Naval Warfare
• Shipyard : Unlike the other production facilities, with each type of unit requiring its own facility, naval production only needs one. The shipyard includes all of the administration and management facilities for your naval production. They build units by having slips added to them, each one capable of producing a variety of ships. At the start of the round, all player nations receive one free shipyard.
--Cost: $1,000,000,000
• Boat Factory (Slip) : The boat factory is the smallest addition to a shipyard. These factories are capable of producing five of any Boat per turn.
--Cost: $10,000,000
• Small Slip : The small slip is the most numerous and typically most necessary slip of them all. These slips produce the work horses of any navy, the Frigates and Destroyers. Each slip is capable of producing up to TWO Small Naval Vessel per turn.
--Cost: $25,000,000
• Medium Slip : These slips produce the back bone of the modern navy, cruisers. Each slip is capable of producing ONE ship that is classified as Medium per Turn, or up to FOUR Small naval Vessels per turn.
--Cost: $50,000,000
• Large Slip : The Large Slip produces the main battle lines of a modern navy. These slips produce anything classified as a Large sized vessel. These slips are capable of producing ONE large vessel every TWO turns or up to TWO medium vessels or SIX small vessels per turn.
--Cost: $100,000,000
• Super Sized Slip : These slips produce the largest and most capable vessels known to man. Each slip is capable of producing ONE Super Heavy vessel every THREE turns.
--Cost: $500,000,000
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Rules: Starting Industry
RE: A New Beginning

Starting Industry is decided by you, the player, using the starting budget for your military. This means that you get to pick the numbers of each type of military factory you have, and that you must pay for them up front. The only exception is that everyone is granted ONE shipyard complex for free. This means that you only have to produce the number of slips that you feel you'll need.
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Rules: Unit Classification
RE: A New Beginning

Naval Units
• Super Heavy: "Super" Battleships, Super Carriers. Super Battleships are those battleships that were planned prior to the Washington Naval Treaty in the real world. They are considered heavier, larger, and more capable than even those battleships that would come out later. Additionally, any WW2 era battleship that fits the general guidelines (Ex: Yamato-Class, or Montana-Class).
• Large: Standard Battleships, Aircraft Carriers, Dreadnoughts, Pre-Dreadnought Battleships, Battlecruisers.
• Medium: Armored Cruisers, Heavy Cruisers, Cruisers, Light Cruisers, Light Carriers, Escort Carriers, Monitors, Submarines, etc.
• Small: Destroyers, Frigates, Corvettes, Sloops, etc.
• Boats: Gunboats, Torpedo Boats, Minesweepers, Minelayers, etc.

Ground Vehicles
• Tanks: Tanks will be described by their real world designation. Tank factories have this taken into account.
• Heavy Ground Vehicles: Armored Personnel Carriers, Self-Propelled Guns, Heavy Field Guns, Anti-Aircraft Artillery, etc.
• Medium Ground Vehicles: Tankettes, Light Armored Vehicles, Medium Field Guns, Armored Cars, etc
• Light Ground Vehicles: Utility Vehicles, Mountain Guns, Field Guns, etc.

Aircraft
• Heavy Planes: Heavy Bombers, Medium Bombers, Flying Boats, Transports, etc.
• Light Planes: Pursuit/Fighter Planes, Interceptors, Attack Planes, Torpedo Bombers, Light Bombers,
• Light Jets: Fighters, Interceptors, Attack Aircraft, etc.
• Heavy Jets: Bombers, Cargo Planes, etc.
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