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xiaodave
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Proposal of Military Design Rules for use with Nation States
Militaries using this system will be purchased with a point buy system. First thing to do is figure out how many points a country has to spend. Find the countries Population Rating on the chart and find its Economic Rating on the second chart. Multiply the two numbers together and then multiply the result by six. Add in any bonuses the nation qualifies for to get your military budget. Then choose items off the list up to your nations total budget.
Population Rating Population
1 5-100 million
2 101-500 million
3 501 million-1 billion
4 1.001-1.5 billion
5 1.501-2 billion
6 2.001-3 billion
7 3.001+ billion
Economy Rating Economy
1 Imploded, Basket Case, Fragile
2 Weak, Struggling, Developing
3 Reasonable, Fair, Good
4 Strong, Very Strong, Thriving
5 Powerhouse, All-Consuming, Frightening
Multiply Population Rating by Economy Rating. Multiply that result by six.
Bonus Points:
Active Space Program: 6 points.
‘Defense’ listed in nations spending priorities: 6 points.
Private Sector Bonuses:
Arms Manufacturing District: 6pts for first, 3pts for second, 1 point for third.
IT, Automobile, Uranium: 4pts for first, 2points for second, 1 point for third.
4 points for 100% tax rate. Total govornmental control of production.
Military Worksheet
Steps:
1. Determine Population Rating. _________
2. Determine Economy Rating. _________
3. Multiply line 1 and line 2. _________
4. Multiply Line 3 by 6. _________
5. Total bonus points. _________
6. Add line 5 and line 4. _________
This is your military budget. Spend it on the following items.
Cost Unit
1 Army Division
˝ Reserve Division
˝ National Guard Division
˝ Guerilla Unit
˝ Conscripts
2 Mechanized Infantry
2 Amphibious Assault (Marines)
4 Armored Cavalry Division (Tanks)
4 Carrier Battle Group
3 Expeditionary Strike Group
1 Fighter Group
3 Bomber Group
1 Airlift Group
20 Nuclear Arms Program
2 100 warheads.
Obviously this system does not go into great detail, I leave that to rping to determine. The point costs and military budgets are designed to give the largest Nation States countries a military slightly larger than the current US Military. This is appropriate for the current RP situation but would require upward augmentation for a World War RP thread.
Point costs of nuclear warheads are representative of the arsenals of France, England and China. The USA and Russian stockpiles are an order of magnitude higher. If one wants nukes on that scale I would suggest changing it to 1000 warheads / 2points. Since nukes can’t really be used in RP I figure the lower scale works fine.
So there it is. A system that allows anyone to play in the military threads. Let me know what you think, what would you like to se added/taken out. If people want to play with larger armies than this, the system can be easily tweaked simply by changing the 6 point generic modifier to a higher number.
Last edited by xiaodave on 11-06-2004 at 13:19
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xiaodave
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The best starting country will have at most 30 points to spend. Most will have 6-18. The biggest nations will have in excess of 200. I would argue that this is a healthy division of power.
I created this system to give new players a chance to play, so yes, new countries start out with a stronger military than they would realistically have and the largest countries end up with somewhat less than they would logically end up with.
All in all I think it makes for a healthier and more challenging game.
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xiaodave
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quote: Originally posted by GeneralTacticus
Looks pretty good to me, but I can see one problem: the price of a carrier battle group is the same as that for a tank division. Those things are ridiculously expensive, and should be a much bigger investment than that. |
Carriers are tremendously expensive is true, but remember how big a tank division is. Bear in mind the US has two tank divisions and twelve Carrier Battle Groups. In the end I couldnt go to 5 points for a carrier group without going to 7 for overall modifier. That is always an option, but I think these costs may work.
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xiaodave
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quote: Originally posted by GeneralTacticus
Oh, and somethign else I noticed: those industry modifiers only take effect if they're private sector ones. There is no reason why this should be so; I, after all, have a high IT rating without having a private sector at all. The bonuses should take effect simply from having a reasonably high level in the particular industry. |
Id love to do it that way. But for fairness sake it has to be something that is verifiable. If it says IT in your nations description you should get a bonus for it, otherwise I dont think there should be one.
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xiaodave
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quote: Originally posted by Rasputin
i like the idea of using conscripts as cheaper cost.. |
Conscripts would probably cost 1/2, reflecting thier nature as sub-professional and less well trained. Ill add them to the list.
quote: jsut dont think adding bonus points is the right thing to do for the industrys and defence priority, it should be a multiplier as the larger your econmy and population the larger the benifit of having Arms manufacturing and defence becomes.. if you only 6 mill pop your arms bonus shouldnt be the same as a larger nation.... |
Two reasons this shouldnt be done: From a game balance point of view making them multipliers would break the engine. The large countries would go right back to dominating things off the chart.
From a real world prospective, if you are a bigger country you will have a bigger army and then need a bigger arms manufacturing and defense budget in order to keep it properly supplied. Hence the flat bonus. It is possible to make a seperate bonus table for nations whos army is over 100 pts and perhaps double thier bonuses, but thats as far as Id go with that.
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xiaodave
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quote: Originally posted by Mr. President
Perhaps cost modifiers could be introduced for training and technology. For instance, a poorly-trained Army division might cost 0.5 points and an excellently-trained Army division 1.5 or 2 points. |
Abselutely. This would be a personal choice of each country but by spending a little extra you should get an elite unit of that type.
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xiaodave
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quote: Originally posted by Rasputin
as people say population is an automatic growth with Nation States , but the industrys and defence rating is linked to your choices in the issues , id like to see more wweighting put on the industrys and defence option rather than popualtion size... |
What do others think. I can actually see both sides of this one. Using population as a primary modifier is obviously more inclusive as, indeed, its a pretty static increase for everyone. The industry and government priority option would basically reward one specific type of govornment over all others, but, it would seem to be a logical conclusion to thier specific set of govornmental choices.
There cant really be a third multiplier as that would invalidate the basic premise of this system. The biggest countries would suddenly be 35-1 over a similar new nation. So the only option would be to promote the bonus section to being the second multiplier.
Im leaning towards keeping population as a primary modifier just based on the fact that its more inclusive.
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xiaodave
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quote: Originally posted by Rasputin
by maybe changing the population to a bonus addition isntead of multiplier then you get the same sort of numbers, also the smaller nations wont be so adversely affected..
multiply the defence rating by the industry type to get a number the nadd the population .
not sure what you mean by a tpye of government getting an advantage here |
The goverments that bend over backward for the military and private sector. It would greatly diminish everyone else. Socialist, Democracy, liberatarian alike in favor of a more despotic political outlook.
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Urban Ranger
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Apolyton Duke of Off-Topic
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I don't think it makes any sense that there are 3 indicators in the game but only one of them is used. In fact, it does not make any sense at all for a very restrictive country to have a very high economic rating IRL. Therefore, politicial and civil right ratings must play a part in determining the real economic situation.
The first thing to do is to assign a numerical rating. Starting from Average as 0. Each step above Average is +1, each step below average is -1. Therefore Good is +1, Very Good is +2, Excellent is +3, Superb is +4, and so on. Do this up to World Benchmark. Ratings higher than WB gives a -1, as people spend an excess amount of time doing other things.
Suppose C is the civil rights ranking and P is the political rights ranking. The total modifier T is (C+P)/2, dropping any fractions. T is number of steps to move up or down the economic rating ladder. Suppose a country has Strong economy, and Excellent in both civil and political rights. The net shift here is +3, so the real economic rating is 3 steps up from Strong.
The exception is where a country has neither political or civil rights. In this case the economy of that country will be automatically be Imploded, as massive unrests and internal strifes batter the country.
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xiaodave
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Except alot of the strongest militaries in history have been from countries with low political and civil rights. USSR, Napoleanic France, Hitlers Germany, Japan. Countries like these would be the best bad guys in the game. It doesnt make sense to weaken thier military so potentially dramatically.
I also thought about working the other indexes into the computation somehow. But I have yet to come up with a way that makes sense.
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All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
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