Post by Sliprunner on Mar 21, 2015 14:23:37 GMT -6
—GAME MECHANICS—
Divided rim is played much as a “Civilization” Roleplay, with post counts being used to determine progress on projects, construction and otherwise all developments. Technology has been limited by the lack of computer grade silicon, furthered with problematic jet-engines, which seem to violently combust in Martina’s atmosphere resulting in them being far too unreliable to use.
At the start of divided rim, a City state is granted the following.
>50 Facilities
>5,000,000 Supply Limit (You have 4,000,000 points to spend on units)
>Your “Capital” city and up to 8 Major Cities
>One “Relic”
Facilities are specific to a city/location. What this means is that if a Major city with a factory is captured, the factory is transferred to the victor (assuming it wasn’t bombed to ashes). To first build an Industry takes 30 posts, plus 10 for every facility already present at the location, a facility may be converted (to something in same classification) or demolished in half the time. Expansion of an industry requires 20 posts. Note-not all facilities have expansion options, expansion options are listed after the facility and marked by a *.
Unless otherwise stated, each building and expansion is considered one “Part” of a facility/industrial complex at its location. A city/location can only have a maximum of 6 facilities at it.
NOTE: You can start with up to 120 Expansions, split between your starting facilities as you choose.
NOTE: You can build a number of facilities or expansions at the same time, Equal to 1/2 the number of major cities you control.
- CORE FACILITIES -
General Infrastructure: This represents an overall expansion of industrial capability. While not exactly noteworthy they provide the groundwork needed to expand industry elsewhere. These Supply up to 2 “Parts” of facilities. WARNING: BUILDINGS REQUIRING GENERAL INFRASTRUCTURE STOP FUNCTIONING IF THERE IS INSUFFICIENT INFRASTRUCTURE
*Expanded Industry: Allows the infrastructure to support 1 extra “part” of a facility
Supply Infrastructure: This represents not an industrial facility, but expansion upon supply. These grant the addition of 250,000 Supply points. WARNING: SUPPLY INFRASTRUCTURE IF DISMANTLED/CONVERTED CAUSES SEVERE PENALTY IF OVER SUPPLY LIMIT. Note: Counts as 0 "Parts" of a facility.
*Expanded Supply: Allows the infrastructure to support 125,000 extra supply points. Note: Counts as 0 "Parts" of a facility.
- GROUND PRODUCTION FACILITIES -
General Workshop: The most basic level of production possible, this facility is little more than a large warehouse with work stations for hand assembly of equipment. It provides 5 slots for production; each slot can be assigned to a separate unit.
*Expanded Production: Adds 5 additional slots to the workshop. You should probably look into mass production.
Line Factory: Dedicated production facility, this allows rapidly pumping out a single unit type; providing 5 slots for the ‘Mass Production’ of a specific unit.
*Faster Production: Adds 5 additional slots to the factories’ specific unit for mass production
*Diverse Production: Adds 5 additional slots that may be set to another specific unit, unit must be of same type as the factory is tooled for however. (IE: Medium tank factory produces Medium tanks)
Refit Facility: Occasionally units need refit to a new model; this can take up valuable space in a normal factory, if it’s even possible in a normal factory. This facility provides 10 slots that allow a unit to be ‘refit’ to a new variant, this facility works for both ground units and aircraft. Note: this facility must be built at the same location as a General Workshop or Line Factory or Aircraft Production Plant.
*Expanded Refitting: Adds 10 additional refit slots. Shouldn't of skimped on the cup holders.
- AIRCRAFT HANDLING FACILITIES -
Dirt Airfield: sometimes airfields are needed much closer to the front lines than is available; this is where dirt airfields come in. They can support all but medium and larger bombers. They are unable to construct aircraft and you may support a number of dirt airfields equal to 4x standard airfields. Note: only 10 posts to build, may be built anywhere. Note: Counts as 0 "Parts" of a facility.
*Airship Hanger (10 posts to construct): Allows airships up to “Destroyer” class to berth at the airfield.
*Extended Runway (10 posts to construct): Allows medium bombers to operate from the airfield. Note: Counts as 0 "Parts" of a facility.
Standard Airfield: These airfields are designed to handle the needs and requirements of military aircraft, supporting the ability to both airlift forces and launch various sorties. The standard airfield is unable to support heavy and super heavy bombers however; additionally it is able to support “Destroyer” class and smaller airships.
*Expanded Airship Dock: Can only be taken twice, First expansion allows up to “Cruiser” and “Escort Carrier” class airships to berth. Second expansion allows all airships to berth at facility.
*Extended Runway: Allows heavy and super heavy bombers to operate from the airfield. Note: Counts as 0 "Parts" of a facility.
*Refit Facilities: Adds 4 slots for aircraft refit or (with airship dock) 1 slot for airship refit
*Rocket Launch Facility: Adds the ability to store 3 medium range ballistic missiles OR 6 short range ballistic missiles. May launch Tactical Missiles. May only be taken once per facility.
Advanced Airfield: These airfields are designed to handle just about everything, supporting all aircraft and all airships. They are intended to be able to overhaul some aircraft in the field additionally, providing 4 slots for refitting aircraft as needed. They also support a hanger for Repair/refit of airships, providing 1 slot for such use. Note: Counts as 2 "Parts" of a facility.
*Expanded refit facilities: Adds 4 slots for aircraft refit or 1 slot for airship refit.
*Rocket Launch Facility: Adds the ability to store 3 medium range ballistic missiles OR 6 short range ballistic missiles. May launch Tactical Missiles. May only be taken once per facility.
Aircraft Production Plant: These facilities allow the production of all aircraft except heavy and super heavy bombers. For this they support 4 slots for production of different aircraft, these slots may instead be converted to 4 “mass production” slots for a single specific aircraft. May not build Tactical Missiles. Note: If converted for mass production, may only work on a single type of aircraft at that facility)
*Rapid Construction: adds 4 “Mass production” slots for a single specific Aircraft
*Enlarged Construction: Allows heavy and super heavy bombers to be built at the facility
*Diverse production: adds 4 slots that can be assigned to production of various aircraft. (Note: if mass production facility, must be aircraft of type facility produces)
Airship Construction Hanger: A massive hanger for the construction of airships, this facility supports the ability to produce up to destroyer class airships by standard. This production is specifically for “airship variant” naval vessels. The base facility only supports 1 slot for production, 2 slots are provided for refitting Note: the core facility counts as 2 “Parts” of a facility
*Enlarged Construction: Can only be taken twice, First expansion allows up to “Cruiser” and “Escort Carrier” class airships to be built. Second expansion allows all airships to be built at the facility
*Additional Hangers: Expands the facility with one additional production slot, or 2 Refit/repair slots.
- PORT FACILITIES -
Shipyard Complex: The homes too many a navy, these facilities support the ability to produce up to destroyer class vessels by standard. The base facility itself supports 2 slots for production, 4 slots for repair/refit of naval vessels. Note: the core facility counts as 2 “Parts” of a facility.
*Enlarged Construction: Can only be taken twice, First expansion allows up to Cruiser and Escort carrier class ships to be built. Second expansion allows all ships except submarines to be built at the facility.
*Submarine Expansion: Allows the production of submarines at the facility, a second expansion facilitates the construction of “Submersible” versions of normal vessels.
*Additional Drydocks: Adds an additional production slot to the facility, or 2 Refit/repair slots.
Submarine Pens: These facilities are hardened pens specifically for housing submarines, smaller than a normal shipyard their somewhat covert nature allows them to be put in many places. The facility supports 4 docks for repair/refit of submarines, along with 1 slot for constructing submarines. Note: MAY BE BUILT ANYWHERE INCLUDING OUTSIDE OF YOUR TERRITORY. Counts as 2 “Parts” of a facility if located far from a city. Counts as 3 "Parts" of a facility if located in hostile territory.
*Huge Submarine Expansion: Allows the production of Submersible versions of standard ships, may be taken 3 times. First expansion allows up to destroyer class, second allows Cruiser and and escort, third allows all but super battleship.
*Berth Expansion: Allows an additional 4 docks for repair/refit of submarines
- SPECIAL FACILITIES -
Experimental Facility: This isn’t a single specific facility so much as a covering for a variety of facilities that otherwise don’t fit. They are meant for production of equipment outside of what would be found in a normal facility, Such as Short range ballistic missiles or ground effect aircraft. At first they only have two production slots, this may be expanded later. Note: The core facility counts as 2 “Parts” of a facility
*Expanded Production: Adds an additional slot to the experimental facility for production.
*Diverse Projects (40 posts to construct): Adds an additional slot to the facility that may be of any experimental design, this doesn’t require any additional infrastructure to support, may only be done twice per experimental facility. Note: An experimental facility with diverse projects MAY use slots interchangeably for projects, so long as at least 1 slot is assigned to each project. Additionally Diverse projects may be used to create a combined design with the original project, for this you may assign all slots to the hybrid project/design.
Missile Launch Facility: This facility is intended to function with an experimental facility. Its functionality is to provide another launching point for long range missile weaponry, additionally it supports minor fabrication of such weaponry. The facility may store an additional 6 medium range ballistic missiles OR 12 short range ballistic missiles. Additionally it provides a site for fabricating and launching tactical missiles, providing 3 slots for the production of such weapons.
*Expanded launch facility: Adds 3 additional MRBM's or 6 additional SRBM's to maximum stockpile of facility. May only be added twice per facility.
*Rapid missile fabrication: Adds an additional 3 slots for production of tactical missiles. May only be added twice per facility.
- UNITS -
Supply limit represents your ability to support a specific number of units, be it infantry, ships or aircraft. This is influenced by your nation’s growth; each major city expands your supply cap by 500,000 points, the capital itself providing 1,00,000 points on its own, making it a key part of your supply limit. WARNING: LOSING SUPPLY FROM A LOST CITY CAN FORCE UNITS INTO RESERVE IF YOU HAVE INSUFFICIENT SUPPLY.
Here is a listing of units, with starting "Unit Cost", Posts required listed as (Workshop/Mass Production). The supply cost is equal to the unit cost, with the exception of ground troops who are always 1:1 units to cost. Units may be placed into reserve after being constructed; they take up no supply when in reserve but may not be utilized without being activated. You must spend 10 posts to activate a reserve force, which can consist of any amount of reserve units (up to the limits of your available supply). Reserve vehicles MAY be captured if the city they are in reserve at is captured, production put into reserve is automatically considered to be in reserve at the city it was produced at. 5 posts may be spent to relocate reserve forces from one city to another. Standing forces may be put into reserve after 3 posts.
Note: For dealing with supply/purchase costs, follow this formula (Base * Variant (if any) * Quality), round up for any decimals.
Mass Production: For mass production, the BASE production time is 1/2 (rounding up). Units marked with * can't be mass produced.
-Quality - (Representing the level of technology mounted on the designs, round up) (Doesn’t apply to unarmed transports, infantry, or experimentals)
Note: Reference quality if a piece of equipment does not adequately fit its time frame
Low Tech Quality / Pre-War (Pre-1938) -> supply cost / 2
Baseline Quality / Early War (1938-1940) -> supply cost
Improved Quality / Mid War (1941-1943) -> supply cost x 1.5
Advanced Quality / Late War (1944-1946) -> supply cost x 3
Experimental Quality / Post War (1947-1950) -> supply cost x 5
- Aircraft - (Supply/Buy cost) (Standard Production)
Super Heavy Bomber -> 600 (60) (EX: G10N)
Heavy Bomber-> 500 (50) (EX: Pe-8)
Medium Bomber-> 400 (40) (EX: BR.20 Cicogna) (Use this cost for Airships/Zeppelins, EX: P Class)
Light/Dive Bomber-> 300 (30) (EX: Stuka) (Use this cost for Paratrooper/Glider planes, EX: C-47 Skytrain)
Fighter-> 250 (25) (EX: Hawker Hurricane)
Heavy Fighter/Ground-Attack-> 350 (35) (EX: F-7 Tigercat)
Tactical missile (Cruse Missile) -> 10 (10) (EX: V1)* (300km or less range) (Mid War -> Post war only)
Helicopters (Mid War -> Post War quality only)
Light Heli -> 250 (25) (EX: R-4)
Heavy Heli -> 300 (30) (EX: XR-1)
- Ground Equipment - (Supply/Buy cost) (Standard Production)
Remote Demolition Vehicle -> 10 (5) (EX: Springer)*
Transport Truck-> 1 Free per 10 Soldiers, 2 trucks for 10 (5) (EX: 1 1/2 ton truck) (Use this cost for Jeeps, yes it can carry an HMG)
Half-Track/Armored Truck-> 50 (10) (May be armed with Squad serviced weapons, Aka small mortars and HMG's)
APC/Armored Car-> 150 (15) (EX: M8 Greyhound OR Kangaroo)
Light Tank-> 300 (30) (EX: Ha-Go OR T48 (Tank Destroyer))
Medium Tank-> 400 (40) (EX: M4 Sherman OR Jagdpanther (Tank Destroyer) )
Heavy Tank-> 500 (50) (EX: Black Prince OR ISU-152 (Tank Destroyer))
Super Heavy Tank-> 600 (60) (EX: Maus OR T28 (Tank destroyer))
Light Towed Gun-> 100 (10) (EX: M116 OR QF 6pdr) (Pretty much anything to heavy to be squad equipped)
Medium Towed Gun-> 150 (15) (EX: M1938 M-30 OR 88 Pak 43)
Heavy Towed Gun-> 200 (20) (EX: BL 8-inch OR 128 Pak 44)
Light SPG -> 200 (20) (EX: Sexton OR Wirbelwind)
Medium SPG -> 250 (25) (EX: Hummel OR Luftvärnskanonvagn)
Heavy SPG -> 300 (30) (EX: T92 OR Sd. kfz 9 with 88mm) (Use this cost for Tactical or Short-range Missile Carrier, able to carry ONE missile)
Armored Trains (No trains may be mass produced)
Engine -> 300 (30) (Just the Armored Engine)
Short -> 450 (45) (Up to 3 armored cars with armored engine)
Medium -> 550 (55) (up to 6 armored cars with armored engine)
Long -> 650 (65) (Up to 9 armored cars with armored engine)
Railway SPG -> 350 (35) (EX: BL 14-inch) (Use this to create MRBM carriers, able to carry ONE missile)
- Infantry - (You have production slots = Major cities + Capital) (THIS IS FOR BUYING TROOPS)
Infantry are 1:1 cost for supply
Training infantry is 250 troops per 25 posts, or 20 troops per 5 posts.
Additionally some equipment may be supplied on a per soldier basis as follows.
Heavy Weapons: +1 Supply per solider equipped (Weapons such as Flamethrowers, AT Rockets, HMG's, Infantry Mortars, Etc. Equipment reasonably moved by 1-2 soldiers)
Horse: +2 Supply per soldier equipped
Motorcycle: +4 Supply per soldier equipped
Reserve Guard
All nations have a special "Reserve Guard" for their capital city, this consists of 50,000 soldiers who cost no supply to maintain. They may only be deployed within the capital city, the exception being a “Government in Exile” status; that is the capital city is in enemy hands. Given their nature they only take 2 posts to activate from reserve. Lost soldiers must be replaced from your current forces.
-Naval Ship Creation System- (Apply quality to final result, Use this system for ship creation OR ask for a 'ship by ship' point cost)
Posts to construct is (Ships Supply/100, rounding up)
Airship Variant (final result x1.2)
Submersible (final result x1.4) (Late/Post War only)
-Per hour of submergence: +100 supply (+50 cost each time taken, EX: 100, 150, 200, 250)
Per Floatplane ship supports: +10 supply
Per Light aircraft ship supports: +20 supply (Light: Anything a dirt airfield can support)
Per Heavy aircraft ship supports: +40 supply (Heavy: Anything smaller then a super-heavy bomber)
Per Airship the ship supports: +80 supply (NOT airship variant ships, standard airships)
Per 100km Fuel Range: +50 supply
Per Armor Face, Per 1-2 Inches: +100 supply
-Relevant Armor Faces: Belt (Midship), Belt (Extended), Deck (Midship), Deck (Extended), Citadel, Conning Tower, Turret Face (Per battery), Turret Roof (Per Battery)
-A 'Battery' consists of all turrets with same armament for armor relevance. Extended armor covers Bow/Stern.
Ship Speed
-(1-5 Knots): +100 supply
-(6-10 Knots): +250 supply
-(11-15 Knots): +450 supply
-(16-20 Knots): +800 supply
-(21-25 Knots): +1000 supply
-(26-30 Knots): +1350 supply
-(31-35 Knots): +1550 supply
-(36-40 Knots): +1900 supply
-(41-45 Knots): +2100 supply
Per Gun
-(1-3 Inches): +50 supply
-(4-6 Inches): +100 supply
-(7-9 Inches): +150 supply
-(10-12 Inches): +200 supply
-(13-15 Inches): +250 supply
-(16-18 Inches): +300 supply
-(19-21 Inches): +350 supply (You need help, I'm already beyond help)
-(22-24 Inches): +400 supply (Logic is crying)
Per Torpedo tube
-(<18 Inches): +100 supply
-(18-24 Inches): +150 supply
-(>24 Inches): +200 supply
-Reload Per Tube: +50 supply (Not all ships were able to reload torpedoes at sea!)
Per Depth Charge Launcher
-Roll Rack: +10 supply (Charge is Rolled off ship)
-Catapult System: +20 supply (Charge is launched)
-Hedgehog System: +30 supply (Use for ASW Mortars/Rockets as well)
- Experimental - (Supply Cost) (Production) (2x Cost of standard unit, exceptions listed here)
Note: You may spend 150,000 supply per slot for what it produces: If you have a Production slot for hovercraft, you can spend up to 150,000 supply on hovercraft.
Short Range Ballistic Missiles -> 25 (10) (V2) (May only have 12 stockpiled per facility, may not be put into reserve) (1,000km or less range)
Medium Range Ballistic Missiles -> 50 (20) (A9/A10) (May only have 6 stockpiled per facility, may not put into reserve) (1,000-3,500km range)
Ground Effect Aircraft -> As Aircraft + 10% (Aircraft + 10%)
Hovercraft Variant -> As Ship + 10% (Ship + 10%) (Only For Corvettes, Landing Ships and Frigates)
Rocket Aircraft -> As Aircraft + 20% (Aircraft + 20%)
"Specialized" Infantry -> +2 supply per soldier equiped (20) (Produced in batches of 125) (Refers to things such as Tesla Coil Rifles, Infrared night fighting gear, Mechanical Armor, Etc)
Tiltrotor Aircraft -> As Aircraft + 20% (Aircraft + 20%)
THIS IS JUST GENERAL IDEAS, IF YOUR IDEA ISN'T LISTED, ASK!
- DEVELOPMENT - (IGNORE, KEPT FOR FUTURE IDEAS)
[FORCE] Development Facility: These facilities are for the design and development of new equipment and vehicles. Without one of these facilities efforts to develop new equipment would be severely limited. Due to the specialized nature of various branches, Air, Ground and Naval forces all require separate development facilities. Note: See “Development” for functionality, Provides 3 slots standard
*Enlarged Facility: Improves the facility by adding another slot for developments
Development of technology isn’t a new concept, even on Matrina new innovation is possible despite the problems found. In regards to military forces however the problem often isn’t developing the technology; the problem is in making the technology available for production. Development facilities exist for the various types of units, Air, Ground and navy. These facilities dedicated to making technology available for integration with combat vehicles. This technology affects the maximum “Quality” level of a unit type, such to allow more advanced designs for that unit type.
Advancing the “Tech Level” of a unit is simple, an open slot in a relevant development facility is taken up for (Quality level * 50) Posts of development.
Nations start with the following to assign
2 Unit types at “Post-War” tech (allowing that unit to be built up to Post-War quality)
4 Unit types at “Late War” tech (allowing that unit to be built up to Late War quality)
8 Unit types at “Mid War” tech (allowing that unit to be built up to Mid War quality)
16 Unit types at “Early War” tech (allowing that unit to be built up to Early War quality)
All remaining types at “Pre-War” tech
Note-Variants, such as “Walker” are considered a SEPARATE type of unit, such that a “Walker Medium Tank” is not the same unit type as “Medium Tank” and as such are separate tech levels.
NOTE: THIS IS OUTDATED AND KEPT FOR RECORD KEEPING
- Ships - (Supply/Buy cost) (Standard Production) (Use class commission date for quality reference, EX: Yamato Commissioned in 1941 and thus mid war)
Airship Variant -> Ship+20% (Posts+20%) (Available for all classes except submarine)
Submersible Variant -> Ship+20% (Posts+20%) (Available for all classes except submarine) (Late War -> Post War quality only)
Corvette-> 500 (40) (EX: Bathurst Class) (Use this cost for Troop landing Vessels, EX: LST)
Frigate-> 900 (60) (EX: Tacoma Class)
Destroyer-> 2,000 (80) (EX: Navigatori Class) (May be built as a Monitor instead)
Cruiser, Light-> 6,000 (100) (EX: Dido Class)
Cruiser, Heavy-> 7,200 (120) (EX: Admiral Hipper Class)
Battlecruiser-> 10,800 (140) (EX: Alaska Class)
Escort Carrier-> 1,500 (Supports 25 aircraft a Dirt Airfield can launch) (130) (EX: Hōshō)
Battleship/Dreadnought-> 18,000 (160) (EX: Salamis Battleship)
‘Super’ Battleship-> 22,800 (180) (EX: Sovetsky Soyuz-class)
Carrier-> 2,750 (150) (Supports 55 aircraft a Dirt Airfield can launch) (EX: Joffre Class)
Submarine-> 750 (65) (EX: Vesikko)
Super Carrier -> 4,000 (180) (Supports 95 aircraft a Dirt Airfield can launch) (EX: United States Class)
- RELICS -
Each Nation starts with A "Relic". A relic is a piece of technology/equipment that is otherwise extremely difficult or impossible to create on Martina, these relics can take a wide variety of forms as long as they meet the following guidelines
>May use technology from 1980 and earlier
>Jet aircraft are special case, as relics their engines are modified to work in the unusual environment. They are unable to operate above 10k meters because of this.
>Isn’t an orbit-to-ground weapon.
>Weapons of Mass destruction (including nuclear weapons) are allowed; However, you have a stockpile of 3 devices. (Nothing more powerful then 100KT)
>Can be captured or otherwise destroyed. Relics may only be replaced when admin allowed, additional relics may be gained through an admin prompted storyline.
>Items such as an advanced missile stockpile (FIM-92), it can be reasonable to say you can keep 15 units stocked with them (20 Infantry count as 1 unit)
>Items that are an actual vehicle can be compared to the unit list bellow for amount you have. They are automatically considered Heroic and 'Post War', and my be a 'Variant' for free.
>Relic fortifications also exist; they may have the various ‘towed’ (or Railway) weapons installed in permanent emplacements. They have 120,000 supplies to allocate to these defenses.
->This may be split for up to 10 separate fortifications. Selected weapons are considered Elite and Post-War, ignore the cost modifiers from this. They are built into the fortifications.
Some examples of what would be acceptable
T-72 Tanks
Schewer Gustav Guns (BECAUSE THERE IS NO OVERKILL)
Strategic Analysis Supercomputer (Not sure what you’d use it for >.>)
Zed Bomb (Because clearly M.A.D doesn't exist)
NOTE-For Units with advanced weapons, such as missiles. You will have to use weapons within standard production (A typhoon sub would need 'Experimental' missiles)
Number of relics you get with chosen type (For Reference)
-Airforce-
Super Heavy Bomber: 25
Heavy Bombers: 30
Medium Bombers: 35
Light Bombers / Heavy Fighters / Heavy Helicopters: 40
Fighters / Light Helicopters: 45
-Ground-
Light Towed Guns: 150
Medium Towed Guns / Light SPGs / Armored Cars: 100
Heavy Towed Guns / Medium SPGs: 75
Heavy SPGs / Light Tanks [IFVs] / Railway Guns: 50
Medium Tank: 35
Heavy Tank: 30
Super Heavy Tank [MBT]: 25
-Navy-
Corvettes: 30
Submarines: 20
Frigates: 16
Destroyers / Escort Carriers: 8
Carriers: 6
Light Cruisers / Super Carriers: 3
Heavy Cruiser: 2
Battlecruiser / Battleship / Super Battleship: 1
Divided rim is played much as a “Civilization” Roleplay, with post counts being used to determine progress on projects, construction and otherwise all developments. Technology has been limited by the lack of computer grade silicon, furthered with problematic jet-engines, which seem to violently combust in Martina’s atmosphere resulting in them being far too unreliable to use.
At the start of divided rim, a City state is granted the following.
>50 Facilities
>5,000,000 Supply Limit (You have 4,000,000 points to spend on units)
>Your “Capital” city and up to 8 Major Cities
>One “Relic”
Facilities are specific to a city/location. What this means is that if a Major city with a factory is captured, the factory is transferred to the victor (assuming it wasn’t bombed to ashes). To first build an Industry takes 30 posts, plus 10 for every facility already present at the location, a facility may be converted (to something in same classification) or demolished in half the time. Expansion of an industry requires 20 posts. Note-not all facilities have expansion options, expansion options are listed after the facility and marked by a *.
Unless otherwise stated, each building and expansion is considered one “Part” of a facility/industrial complex at its location. A city/location can only have a maximum of 6 facilities at it.
NOTE: You can start with up to 120 Expansions, split between your starting facilities as you choose.
NOTE: You can build a number of facilities or expansions at the same time, Equal to 1/2 the number of major cities you control.
- CORE FACILITIES -
General Infrastructure: This represents an overall expansion of industrial capability. While not exactly noteworthy they provide the groundwork needed to expand industry elsewhere. These Supply up to 2 “Parts” of facilities. WARNING: BUILDINGS REQUIRING GENERAL INFRASTRUCTURE STOP FUNCTIONING IF THERE IS INSUFFICIENT INFRASTRUCTURE
*Expanded Industry: Allows the infrastructure to support 1 extra “part” of a facility
Supply Infrastructure: This represents not an industrial facility, but expansion upon supply. These grant the addition of 250,000 Supply points. WARNING: SUPPLY INFRASTRUCTURE IF DISMANTLED/CONVERTED CAUSES SEVERE PENALTY IF OVER SUPPLY LIMIT. Note: Counts as 0 "Parts" of a facility.
*Expanded Supply: Allows the infrastructure to support 125,000 extra supply points. Note: Counts as 0 "Parts" of a facility.
- GROUND PRODUCTION FACILITIES -
General Workshop: The most basic level of production possible, this facility is little more than a large warehouse with work stations for hand assembly of equipment. It provides 5 slots for production; each slot can be assigned to a separate unit.
*Expanded Production: Adds 5 additional slots to the workshop. You should probably look into mass production.
Line Factory: Dedicated production facility, this allows rapidly pumping out a single unit type; providing 5 slots for the ‘Mass Production’ of a specific unit.
*Faster Production: Adds 5 additional slots to the factories’ specific unit for mass production
*Diverse Production: Adds 5 additional slots that may be set to another specific unit, unit must be of same type as the factory is tooled for however. (IE: Medium tank factory produces Medium tanks)
Refit Facility: Occasionally units need refit to a new model; this can take up valuable space in a normal factory, if it’s even possible in a normal factory. This facility provides 10 slots that allow a unit to be ‘refit’ to a new variant, this facility works for both ground units and aircraft. Note: this facility must be built at the same location as a General Workshop or Line Factory or Aircraft Production Plant.
*Expanded Refitting: Adds 10 additional refit slots. Shouldn't of skimped on the cup holders.
- AIRCRAFT HANDLING FACILITIES -
Dirt Airfield: sometimes airfields are needed much closer to the front lines than is available; this is where dirt airfields come in. They can support all but medium and larger bombers. They are unable to construct aircraft and you may support a number of dirt airfields equal to 4x standard airfields. Note: only 10 posts to build, may be built anywhere. Note: Counts as 0 "Parts" of a facility.
*Airship Hanger (10 posts to construct): Allows airships up to “Destroyer” class to berth at the airfield.
*Extended Runway (10 posts to construct): Allows medium bombers to operate from the airfield. Note: Counts as 0 "Parts" of a facility.
Standard Airfield: These airfields are designed to handle the needs and requirements of military aircraft, supporting the ability to both airlift forces and launch various sorties. The standard airfield is unable to support heavy and super heavy bombers however; additionally it is able to support “Destroyer” class and smaller airships.
*Expanded Airship Dock: Can only be taken twice, First expansion allows up to “Cruiser” and “Escort Carrier” class airships to berth. Second expansion allows all airships to berth at facility.
*Extended Runway: Allows heavy and super heavy bombers to operate from the airfield. Note: Counts as 0 "Parts" of a facility.
*Refit Facilities: Adds 4 slots for aircraft refit or (with airship dock) 1 slot for airship refit
*Rocket Launch Facility: Adds the ability to store 3 medium range ballistic missiles OR 6 short range ballistic missiles. May launch Tactical Missiles. May only be taken once per facility.
Advanced Airfield: These airfields are designed to handle just about everything, supporting all aircraft and all airships. They are intended to be able to overhaul some aircraft in the field additionally, providing 4 slots for refitting aircraft as needed. They also support a hanger for Repair/refit of airships, providing 1 slot for such use. Note: Counts as 2 "Parts" of a facility.
*Expanded refit facilities: Adds 4 slots for aircraft refit or 1 slot for airship refit.
*Rocket Launch Facility: Adds the ability to store 3 medium range ballistic missiles OR 6 short range ballistic missiles. May launch Tactical Missiles. May only be taken once per facility.
Aircraft Production Plant: These facilities allow the production of all aircraft except heavy and super heavy bombers. For this they support 4 slots for production of different aircraft, these slots may instead be converted to 4 “mass production” slots for a single specific aircraft. May not build Tactical Missiles. Note: If converted for mass production, may only work on a single type of aircraft at that facility)
*Rapid Construction: adds 4 “Mass production” slots for a single specific Aircraft
*Enlarged Construction: Allows heavy and super heavy bombers to be built at the facility
*Diverse production: adds 4 slots that can be assigned to production of various aircraft. (Note: if mass production facility, must be aircraft of type facility produces)
Airship Construction Hanger: A massive hanger for the construction of airships, this facility supports the ability to produce up to destroyer class airships by standard. This production is specifically for “airship variant” naval vessels. The base facility only supports 1 slot for production, 2 slots are provided for refitting Note: the core facility counts as 2 “Parts” of a facility
*Enlarged Construction: Can only be taken twice, First expansion allows up to “Cruiser” and “Escort Carrier” class airships to be built. Second expansion allows all airships to be built at the facility
*Additional Hangers: Expands the facility with one additional production slot, or 2 Refit/repair slots.
- PORT FACILITIES -
Shipyard Complex: The homes too many a navy, these facilities support the ability to produce up to destroyer class vessels by standard. The base facility itself supports 2 slots for production, 4 slots for repair/refit of naval vessels. Note: the core facility counts as 2 “Parts” of a facility.
*Enlarged Construction: Can only be taken twice, First expansion allows up to Cruiser and Escort carrier class ships to be built. Second expansion allows all ships except submarines to be built at the facility.
*Submarine Expansion: Allows the production of submarines at the facility, a second expansion facilitates the construction of “Submersible” versions of normal vessels.
*Additional Drydocks: Adds an additional production slot to the facility, or 2 Refit/repair slots.
Submarine Pens: These facilities are hardened pens specifically for housing submarines, smaller than a normal shipyard their somewhat covert nature allows them to be put in many places. The facility supports 4 docks for repair/refit of submarines, along with 1 slot for constructing submarines. Note: MAY BE BUILT ANYWHERE INCLUDING OUTSIDE OF YOUR TERRITORY. Counts as 2 “Parts” of a facility if located far from a city. Counts as 3 "Parts" of a facility if located in hostile territory.
*Huge Submarine Expansion: Allows the production of Submersible versions of standard ships, may be taken 3 times. First expansion allows up to destroyer class, second allows Cruiser and and escort, third allows all but super battleship.
*Berth Expansion: Allows an additional 4 docks for repair/refit of submarines
- SPECIAL FACILITIES -
Experimental Facility: This isn’t a single specific facility so much as a covering for a variety of facilities that otherwise don’t fit. They are meant for production of equipment outside of what would be found in a normal facility, Such as Short range ballistic missiles or ground effect aircraft. At first they only have two production slots, this may be expanded later. Note: The core facility counts as 2 “Parts” of a facility
*Expanded Production: Adds an additional slot to the experimental facility for production.
*Diverse Projects (40 posts to construct): Adds an additional slot to the facility that may be of any experimental design, this doesn’t require any additional infrastructure to support, may only be done twice per experimental facility. Note: An experimental facility with diverse projects MAY use slots interchangeably for projects, so long as at least 1 slot is assigned to each project. Additionally Diverse projects may be used to create a combined design with the original project, for this you may assign all slots to the hybrid project/design.
Missile Launch Facility: This facility is intended to function with an experimental facility. Its functionality is to provide another launching point for long range missile weaponry, additionally it supports minor fabrication of such weaponry. The facility may store an additional 6 medium range ballistic missiles OR 12 short range ballistic missiles. Additionally it provides a site for fabricating and launching tactical missiles, providing 3 slots for the production of such weapons.
*Expanded launch facility: Adds 3 additional MRBM's or 6 additional SRBM's to maximum stockpile of facility. May only be added twice per facility.
*Rapid missile fabrication: Adds an additional 3 slots for production of tactical missiles. May only be added twice per facility.
- UNITS -
Supply limit represents your ability to support a specific number of units, be it infantry, ships or aircraft. This is influenced by your nation’s growth; each major city expands your supply cap by 500,000 points, the capital itself providing 1,00,000 points on its own, making it a key part of your supply limit. WARNING: LOSING SUPPLY FROM A LOST CITY CAN FORCE UNITS INTO RESERVE IF YOU HAVE INSUFFICIENT SUPPLY.
Here is a listing of units, with starting "Unit Cost", Posts required listed as (Workshop/Mass Production). The supply cost is equal to the unit cost, with the exception of ground troops who are always 1:1 units to cost. Units may be placed into reserve after being constructed; they take up no supply when in reserve but may not be utilized without being activated. You must spend 10 posts to activate a reserve force, which can consist of any amount of reserve units (up to the limits of your available supply). Reserve vehicles MAY be captured if the city they are in reserve at is captured, production put into reserve is automatically considered to be in reserve at the city it was produced at. 5 posts may be spent to relocate reserve forces from one city to another. Standing forces may be put into reserve after 3 posts.
Note: For dealing with supply/purchase costs, follow this formula (Base * Variant (if any) * Quality), round up for any decimals.
Mass Production: For mass production, the BASE production time is 1/2 (rounding up). Units marked with * can't be mass produced.
-Quality - (Representing the level of technology mounted on the designs, round up) (Doesn’t apply to unarmed transports, infantry, or experimentals)
Note: Reference quality if a piece of equipment does not adequately fit its time frame
Low Tech Quality / Pre-War (Pre-1938) -> supply cost / 2
Baseline Quality / Early War (1938-1940) -> supply cost
Improved Quality / Mid War (1941-1943) -> supply cost x 1.5
Advanced Quality / Late War (1944-1946) -> supply cost x 3
Experimental Quality / Post War (1947-1950) -> supply cost x 5
- Aircraft - (Supply/Buy cost) (Standard Production)
Super Heavy Bomber -> 600 (60) (EX: G10N)
Heavy Bomber-> 500 (50) (EX: Pe-8)
Medium Bomber-> 400 (40) (EX: BR.20 Cicogna) (Use this cost for Airships/Zeppelins, EX: P Class)
Light/Dive Bomber-> 300 (30) (EX: Stuka) (Use this cost for Paratrooper/Glider planes, EX: C-47 Skytrain)
Fighter-> 250 (25) (EX: Hawker Hurricane)
Heavy Fighter/Ground-Attack-> 350 (35) (EX: F-7 Tigercat)
Tactical missile (Cruse Missile) -> 10 (10) (EX: V1)* (300km or less range) (Mid War -> Post war only)
Helicopters (Mid War -> Post War quality only)
Light Heli -> 250 (25) (EX: R-4)
Heavy Heli -> 300 (30) (EX: XR-1)
- Ground Equipment - (Supply/Buy cost) (Standard Production)
Remote Demolition Vehicle -> 10 (5) (EX: Springer)*
Transport Truck-> 1 Free per 10 Soldiers, 2 trucks for 10 (5) (EX: 1 1/2 ton truck) (Use this cost for Jeeps, yes it can carry an HMG)
Half-Track/Armored Truck-> 50 (10) (May be armed with Squad serviced weapons, Aka small mortars and HMG's)
APC/Armored Car-> 150 (15) (EX: M8 Greyhound OR Kangaroo)
Light Tank-> 300 (30) (EX: Ha-Go OR T48 (Tank Destroyer))
Medium Tank-> 400 (40) (EX: M4 Sherman OR Jagdpanther (Tank Destroyer) )
Heavy Tank-> 500 (50) (EX: Black Prince OR ISU-152 (Tank Destroyer))
Super Heavy Tank-> 600 (60) (EX: Maus OR T28 (Tank destroyer))
Light Towed Gun-> 100 (10) (EX: M116 OR QF 6pdr) (Pretty much anything to heavy to be squad equipped)
Medium Towed Gun-> 150 (15) (EX: M1938 M-30 OR 88 Pak 43)
Heavy Towed Gun-> 200 (20) (EX: BL 8-inch OR 128 Pak 44)
Light SPG -> 200 (20) (EX: Sexton OR Wirbelwind)
Medium SPG -> 250 (25) (EX: Hummel OR Luftvärnskanonvagn)
Heavy SPG -> 300 (30) (EX: T92 OR Sd. kfz 9 with 88mm) (Use this cost for Tactical or Short-range Missile Carrier, able to carry ONE missile)
Armored Trains (No trains may be mass produced)
Engine -> 300 (30) (Just the Armored Engine)
Short -> 450 (45) (Up to 3 armored cars with armored engine)
Medium -> 550 (55) (up to 6 armored cars with armored engine)
Long -> 650 (65) (Up to 9 armored cars with armored engine)
Railway SPG -> 350 (35) (EX: BL 14-inch) (Use this to create MRBM carriers, able to carry ONE missile)
- Infantry - (You have production slots = Major cities + Capital) (THIS IS FOR BUYING TROOPS)
Infantry are 1:1 cost for supply
Training infantry is 250 troops per 25 posts, or 20 troops per 5 posts.
Additionally some equipment may be supplied on a per soldier basis as follows.
Heavy Weapons: +1 Supply per solider equipped (Weapons such as Flamethrowers, AT Rockets, HMG's, Infantry Mortars, Etc. Equipment reasonably moved by 1-2 soldiers)
Horse: +2 Supply per soldier equipped
Motorcycle: +4 Supply per soldier equipped
Reserve Guard
All nations have a special "Reserve Guard" for their capital city, this consists of 50,000 soldiers who cost no supply to maintain. They may only be deployed within the capital city, the exception being a “Government in Exile” status; that is the capital city is in enemy hands. Given their nature they only take 2 posts to activate from reserve. Lost soldiers must be replaced from your current forces.
-Naval Ship Creation System- (Apply quality to final result, Use this system for ship creation OR ask for a 'ship by ship' point cost)
Posts to construct is (Ships Supply/100, rounding up)
Airship Variant (final result x1.2)
Submersible (final result x1.4) (Late/Post War only)
-Per hour of submergence: +100 supply (+50 cost each time taken, EX: 100, 150, 200, 250)
Per Floatplane ship supports: +10 supply
Per Light aircraft ship supports: +20 supply (Light: Anything a dirt airfield can support)
Per Heavy aircraft ship supports: +40 supply (Heavy: Anything smaller then a super-heavy bomber)
Per Airship the ship supports: +80 supply (NOT airship variant ships, standard airships)
Per 100km Fuel Range: +50 supply
Per Armor Face, Per 1-2 Inches: +100 supply
-Relevant Armor Faces: Belt (Midship), Belt (Extended), Deck (Midship), Deck (Extended), Citadel, Conning Tower, Turret Face (Per battery), Turret Roof (Per Battery)
-A 'Battery' consists of all turrets with same armament for armor relevance. Extended armor covers Bow/Stern.
Ship Speed
-(1-5 Knots): +100 supply
-(6-10 Knots): +250 supply
-(11-15 Knots): +450 supply
-(16-20 Knots): +800 supply
-(21-25 Knots): +1000 supply
-(26-30 Knots): +1350 supply
-(31-35 Knots): +1550 supply
-(36-40 Knots): +1900 supply
-(41-45 Knots): +2100 supply
Per Gun
-(1-3 Inches): +50 supply
-(4-6 Inches): +100 supply
-(7-9 Inches): +150 supply
-(10-12 Inches): +200 supply
-(13-15 Inches): +250 supply
-(16-18 Inches): +300 supply
-(19-21 Inches): +350 supply (You need help, I'm already beyond help)
-(22-24 Inches): +400 supply (Logic is crying)
Per Torpedo tube
-(<18 Inches): +100 supply
-(18-24 Inches): +150 supply
-(>24 Inches): +200 supply
-Reload Per Tube: +50 supply (Not all ships were able to reload torpedoes at sea!)
Per Depth Charge Launcher
-Roll Rack: +10 supply (Charge is Rolled off ship)
-Catapult System: +20 supply (Charge is launched)
-Hedgehog System: +30 supply (Use for ASW Mortars/Rockets as well)
- Experimental - (Supply Cost) (Production) (2x Cost of standard unit, exceptions listed here)
Note: You may spend 150,000 supply per slot for what it produces: If you have a Production slot for hovercraft, you can spend up to 150,000 supply on hovercraft.
Short Range Ballistic Missiles -> 25 (10) (V2) (May only have 12 stockpiled per facility, may not be put into reserve) (1,000km or less range)
Medium Range Ballistic Missiles -> 50 (20) (A9/A10) (May only have 6 stockpiled per facility, may not put into reserve) (1,000-3,500km range)
Ground Effect Aircraft -> As Aircraft + 10% (Aircraft + 10%)
Hovercraft Variant -> As Ship + 10% (Ship + 10%) (Only For Corvettes, Landing Ships and Frigates)
Rocket Aircraft -> As Aircraft + 20% (Aircraft + 20%)
"Specialized" Infantry -> +2 supply per soldier equiped (20) (Produced in batches of 125) (Refers to things such as Tesla Coil Rifles, Infrared night fighting gear, Mechanical Armor, Etc)
Tiltrotor Aircraft -> As Aircraft + 20% (Aircraft + 20%)
THIS IS JUST GENERAL IDEAS, IF YOUR IDEA ISN'T LISTED, ASK!
- DEVELOPMENT - (IGNORE, KEPT FOR FUTURE IDEAS)
[FORCE] Development Facility: These facilities are for the design and development of new equipment and vehicles. Without one of these facilities efforts to develop new equipment would be severely limited. Due to the specialized nature of various branches, Air, Ground and Naval forces all require separate development facilities. Note: See “Development” for functionality, Provides 3 slots standard
*Enlarged Facility: Improves the facility by adding another slot for developments
Development of technology isn’t a new concept, even on Matrina new innovation is possible despite the problems found. In regards to military forces however the problem often isn’t developing the technology; the problem is in making the technology available for production. Development facilities exist for the various types of units, Air, Ground and navy. These facilities dedicated to making technology available for integration with combat vehicles. This technology affects the maximum “Quality” level of a unit type, such to allow more advanced designs for that unit type.
Advancing the “Tech Level” of a unit is simple, an open slot in a relevant development facility is taken up for (Quality level * 50) Posts of development.
Nations start with the following to assign
2 Unit types at “Post-War” tech (allowing that unit to be built up to Post-War quality)
4 Unit types at “Late War” tech (allowing that unit to be built up to Late War quality)
8 Unit types at “Mid War” tech (allowing that unit to be built up to Mid War quality)
16 Unit types at “Early War” tech (allowing that unit to be built up to Early War quality)
All remaining types at “Pre-War” tech
Note-Variants, such as “Walker” are considered a SEPARATE type of unit, such that a “Walker Medium Tank” is not the same unit type as “Medium Tank” and as such are separate tech levels.
NOTE: THIS IS OUTDATED AND KEPT FOR RECORD KEEPING
- Ships - (Supply/Buy cost) (Standard Production) (Use class commission date for quality reference, EX: Yamato Commissioned in 1941 and thus mid war)
Airship Variant -> Ship+20% (Posts+20%) (Available for all classes except submarine)
Submersible Variant -> Ship+20% (Posts+20%) (Available for all classes except submarine) (Late War -> Post War quality only)
Corvette-> 500 (40) (EX: Bathurst Class) (Use this cost for Troop landing Vessels, EX: LST)
Frigate-> 900 (60) (EX: Tacoma Class)
Destroyer-> 2,000 (80) (EX: Navigatori Class) (May be built as a Monitor instead)
Cruiser, Light-> 6,000 (100) (EX: Dido Class)
Cruiser, Heavy-> 7,200 (120) (EX: Admiral Hipper Class)
Battlecruiser-> 10,800 (140) (EX: Alaska Class)
Escort Carrier-> 1,500 (Supports 25 aircraft a Dirt Airfield can launch) (130) (EX: Hōshō)
Battleship/Dreadnought-> 18,000 (160) (EX: Salamis Battleship)
‘Super’ Battleship-> 22,800 (180) (EX: Sovetsky Soyuz-class)
Carrier-> 2,750 (150) (Supports 55 aircraft a Dirt Airfield can launch) (EX: Joffre Class)
Submarine-> 750 (65) (EX: Vesikko)
Super Carrier -> 4,000 (180) (Supports 95 aircraft a Dirt Airfield can launch) (EX: United States Class)
- RELICS -
Each Nation starts with A "Relic". A relic is a piece of technology/equipment that is otherwise extremely difficult or impossible to create on Martina, these relics can take a wide variety of forms as long as they meet the following guidelines
>May use technology from 1980 and earlier
>Jet aircraft are special case, as relics their engines are modified to work in the unusual environment. They are unable to operate above 10k meters because of this.
>Isn’t an orbit-to-ground weapon.
>Weapons of Mass destruction (including nuclear weapons) are allowed; However, you have a stockpile of 3 devices. (Nothing more powerful then 100KT)
>Can be captured or otherwise destroyed. Relics may only be replaced when admin allowed, additional relics may be gained through an admin prompted storyline.
>Items such as an advanced missile stockpile (FIM-92), it can be reasonable to say you can keep 15 units stocked with them (20 Infantry count as 1 unit)
>Items that are an actual vehicle can be compared to the unit list bellow for amount you have. They are automatically considered Heroic and 'Post War', and my be a 'Variant' for free.
>Relic fortifications also exist; they may have the various ‘towed’ (or Railway) weapons installed in permanent emplacements. They have 120,000 supplies to allocate to these defenses.
->This may be split for up to 10 separate fortifications. Selected weapons are considered Elite and Post-War, ignore the cost modifiers from this. They are built into the fortifications.
Some examples of what would be acceptable
T-72 Tanks
Schewer Gustav Guns (BECAUSE THERE IS NO OVERKILL)
Strategic Analysis Supercomputer (Not sure what you’d use it for >.>)
Zed Bomb (Because clearly M.A.D doesn't exist)
NOTE-For Units with advanced weapons, such as missiles. You will have to use weapons within standard production (A typhoon sub would need 'Experimental' missiles)
Number of relics you get with chosen type (For Reference)
-Airforce-
Super Heavy Bomber: 25
Heavy Bombers: 30
Medium Bombers: 35
Light Bombers / Heavy Fighters / Heavy Helicopters: 40
Fighters / Light Helicopters: 45
-Ground-
Light Towed Guns: 150
Medium Towed Guns / Light SPGs / Armored Cars: 100
Heavy Towed Guns / Medium SPGs: 75
Heavy SPGs / Light Tanks [IFVs] / Railway Guns: 50
Medium Tank: 35
Heavy Tank: 30
Super Heavy Tank [MBT]: 25
-Navy-
Corvettes: 30
Submarines: 20
Frigates: 16
Destroyers / Escort Carriers: 8
Carriers: 6
Light Cruisers / Super Carriers: 3
Heavy Cruiser: 2
Battlecruiser / Battleship / Super Battleship: 1