SDN World

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SD.net World is a role playing thread started by Zor, originally created as a RAR! thread. It was similar in nature to several other sucsessful RAR! threads in which SDNet members would be transported to alternate worlds, dimensions, or points in history and given a certain limited set of resources to start with. In this thread, each established and non-banned SD.net board member was given command of his/her own nation, the size and resources of which were based primarily on post count and/or titles or status.

The "SDNet World" has undergone at least three different phases so far. The first phase was the raw RAR thread in Off-Topic, which was subsequently moved to the Games/STGODs forum and partially reborn in a more structured manner. After that storyline ended in a nuclear war, it went on a temporary hiatus until it saw its third rebirth as a far more structured and rules-oriented STGOD.

SDN World Mark I (2008-2010)

Duration: 2 April 2008 - 17 July 2008
Reason For Termination: Uncontrolled Global Thermonuclear War

Notable Powers

SDN World Mark II (2008-TBD)

Duration: 21 August 2008 - present (currently ongoing)

Notable Powers

Popular Military Assets

Naval

Air Force

Land

Rules

The size and power of one's individual nation is based directly on one's postcount. Some level of customization is allowed, but this represents the basic upper limit of the size and capacity of each nation.

Mark I Rules

At the start of the Mark I game, the relative power of a country was determined by the poster's status on the forum.

Duchy

50-1,000 or having a negative custom title - Duchy

  • Total Land Area: 7.5 thousand sq. km.
  • Population: 250 thousand people at a first world level of income, 500 thousand at a second world level.
  • Military: 1000-2500 personnel and a basic fleet of a couple of patrol boats and choppers for naval policing. You can de-militarize if so you desire, as is the case with every one of these nations.
  • Able to meet local demands for basic foodstuffs, as well as having a single industry/resource export of note, GDP $6.25 billion USD per year.

A Duchy, at 7,500 sq.km, is slightly smaller than the island of Crete (8,336 sq. km.).

Principality

1,001-2,500 - Principality

  • Total Land Area: 35 thousand sq. km.
  • Population: 2.5 million first world, 5 million second world.
  • Military: 15-30 thousand personnel with a couple of jet fighters, a dozen or so APCs and other light AFVs and a pair of Halifax class frigates to go along with a fleet of patrol ships.
  • Able to meet local food demands, as well as having some local manufacturing of consumer goods and resource exports, GDP $62.5 billion USD per year.

A Principality, at 35 thousand square kilometers, is slightly smaller than Switzerland (41,285 sq. km.).

Kingdom

2,501-5,000 - Kingdom

  • Total Land Area: 250,000 sq. km.
  • Population: 15 million first world, 30 million second world.
  • Military: 100-200 thousand personnel, armored/motorized deployment comparable to Royal Army, 150 jet fighters, 10 Arleigh Burke class destroyers, 40 Halifax class frigates, and 10 modern diesel submarines.
  • Able to produce enough food for export, with industry capable of producing largescale goods such as cars, modern arms industry and some shipbuilding, GDP $375 billion USD per year.

A Kingdom, at 250 thousand square kilometers, is about the size of Italy sans Sicily and Sardinia.

Tsardom

5,001-20,000 regular posters, Senators and mods minimum - Tsardom

  • Total Land Area: 500 thousand sq. km.
  • Population: 30 million first world.
  • Military: 400,000 personnel, armored/motorized deployment comparable to double the Royal Army, 300 jet fighters, 20 Arleigh Burke class destroyers, 60 Halifax class frigates, and 20 modern diesel submarines.
  • Able to produce enough food for export, with industry capable of producing largescale goods such as cars, modern arms industry and shipbuilding, GDP $750 billion USD per year.

A Tsardom, with 500 thousand square kilometers, is about the size of Spain (504,030 sq. km.).

Imperium

20,001+, Supermods and Administrators - Imperium

  • Total Land Area: 1 million sq. km.
  • Population: 60 million first world.
  • Military: 800 thousand personnel, armored/motorized deployment comparable to that of the Russian Federation in scale, 600 jet fighters, 40 Arleigh Burke class destroyers, 120 Halifax class frigates, 20 Virginia class attack subs, and one Nimitz class carrier.
  • Major food exporter, with industry capable of producing large-scale goods such as cars, modern arms industry and shipbuilding, GDP $1.5 trillion USD per year.

For land area remember that an Imperium, at 1,000,000 square kilometers, is a little bigger than Egypt (980,869 sq. km.).

Beginning Naval Assets:

Naval assets can be converted by the following system. Named military equipment may be swapped for analouges.

  • Two Halifax FFGs can be exchanged for one Burke DDG.
  • Two Burke DDGs can be exchanged for 1 Ticonderoga CG/Kirov CGN.
  • Two Ticonderoga CGs/Kirov CGNs can be exchanged for one Nimitz CVN.
  • Two modern diesel submarines can be exchanged for one Virginia SSN.

Mark II Rules

The Mark II rules loosened the restriction on what exact military hardware was to be doled out to the nations, instead using rank to indicate the nation's initial GDP.

Imperium

Tsardom

Kingdom

Principality

  • Post Count: Between 1001 and 2500
  • Starting GDP:$700 billion
  • Example: Indhopal

Duchy

{{Stub

Mark III Rules

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.

Steve: We're contemplating dividing them into tiers, with specific scores in the lower tiers necessary to spend points above a certain level in the upper. That way we don't get a country with 0 points in population and 1 in home territory having a 5 in Standing Military or Industry.

Starting Points: 30 Population

0: 1M 1: 25M 2: 50M 3: 75M 4: 100M (you need at least a 3 in Home Territory to support this without colonies) 5: 125M (you need at least a 4 in Home Territory to support this many people without colonies) 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 3: Colonial Land Area of >600,000 sq. kms, + 1 to population 4: Colonial Land Area of >1,000,000 sq. kms, +2 to population 5: Colonial Land Area of >2,000,000 sq. kms, +2 to population, +1 to economy Industry

0: 25IBPs capacity, ship size limit 10kt. 1: 100IBPs capacity, ship size limit 20kt 2: 200IBPs capacity, ship size limit 30kt. You need at least a total of 6 points in the following fields: population, infrastructure, economy and territories, either home or colonial (player must pick one or the other, cannot use both) 3: 300IBPs capacity, ship size limit 50kt. You need at least a total of 9 in the above-described fields, + 1 to a focus of your choice 4: 400IBPs capacity, ship size limit 50kt+. You need at least a total of 12 in the above-described fields with at least a 2 in population, a 2 in Economy, and a 3 in infrastructure, + 2 to a focus of your choice 5: 500IBPs capacity, ship size limit 50kt+. You need at least a total of 15 in the above-described fields with at least a 3 in population, a 3 in Economy, and a 4 in infrastructure, + 3 to a focus of your choice Economy

0: You cannot buy or build anything as you are bankrupt. 1: 1 year of total mobilization, - 10% IBPs (Industrial Build Points) in Peacetime, + 25% points IBPs in Wartime 2: 2 years of mobilization, - 5% PT, + 50% WT 3: 3 years of mobilization, + 0% PT, + 75% WT 4: 4 years of mobilization, + 5% PT, + 100% WT. You need at least a 3 in population for this. 5: 5 years of mobilization, +10% PT, + 125% points WT. You need at least a 3 in population and a 1 in colonial possessions for this. Infrastructure

0: +100% Mobilization and Deployment Time 1: +50% Mobilization and Deployment Time 2: +25% Mobilization and Deployment Time 3: Standard Mobilization and Deployment Time 4: -25% Mobilization and Deployment Time. You need 3 Economy and 3 Industry. 5: -50% Mobilization and Deployment Time. You need 4 Economy and 4 in Industry.

NOTE: Base M&D Time to be determined by Home Territory. Standing Military Limit

Note: Derive base army force from Army Focus score. These figures split that force into Standing and Reserve. Note that 1 and 2 SML will leave you with less than 100%, the remaining indicates your country does not fund its Army enough to match the force it could muster from the national mobilization pool. 0: You have no standing army. Your country is entirely dependent upon militia and reserves. 1. 5% Standing Army, 55% Reserve 2: 20% Standing Army, 60% Reserve 3: 20% Standing Army, 80% Reserve 4: 50% Standing Army, 50% Reserve, -5% Peacetime Industrial Points 5: 75% Standing Army, 50% Reserve, -10% Peacetime Industrial Points. Population 3 and Economy 3 needed. Naval Focus

0: You have your ship of state 1: Total combat fleet tonnage of 150,000 Standard Displacement. Adds 20,000T shipyard capacity. Combined Industry/Economy level of 2 needed 2: Total combat fleet tonnage of 300,000 Standard Displacement. Adds 40,000T shipyard capacity. Combined Industry/Economy level of 4 3: Total combat fleet tonnage of 900,000 Standard Displacement. Allows construction of ships over 25,000T Standard Displacement. Adds 60,000T shipyard capacity, 3 slipways for ships 25-40,000T Standard, 2 slipways for ships 40-55,000T Standard. Combined Industry/Economy level of 5 4: Total combat fleet tonnage of 1,200,000 Standard Displacement. Adds 80,000T shipyard capacity. 6 slipways for ships 25-40,000T Standard, 4 slipways for ships 40-55,000T Standard. Combined Industry/Economy level of 7 5: Total combat fleet tonnage of 1,500,000 Standard Displacement. Adds 100,000T shipyard capacity. 9 slipways for ships 25-40,000T Standard, 6 slipways for ships 40-55,000T Standard. Combined Industry/Economy Level of 9.

Note: Tonnages may still be changed. Economy + Industry score provides basic shipyard capacity, each combined point representing 10,000 tons of yard capability (10 combined points is 100,000, 9 combined is 90,000, etc.) Combined NF and E+I yard tonnage represents ships below 25,000T Standard, you do not have to count slipways for ships of this tonnage and below. Army Focus

0: Your Army's manpower is 1% of your mobilization pool. 1: Your Army's manpower is 10% of your mobilization pool. 2: Your Army's manpower is 20% of your mobilization pool. 3: Your Army's manpower is 30% of your mobilization pool. 4: Your Army's manpower is 40% of your mobilization pool. 5: Your Army's manpower is 50% of your mobilization pool.

NOTE: As for mobilization pool, it is: if Economy and Infrastructure = 10 points, then 20% of your population if Economy and Infrastructure = 9 points, then 18% of your population. (scales down to....) If Economy and/or Infrastructure = 1 point, 2% of your population. Air Focus

0: You have no air force. 1: You have 120 aircraft 2: You have 240 aircraft 3: You have 360 aircraft 4: You have 480 aircraft 5: You have 600 aircraft

For startup purposes zeppelins will cost the equivalent of 10 aircraft. Airborne carrier zeppelins can count air contingent of up to 4 aircraft in this expenditure and not against the overall amount.


Military Technology/Capability

Army Tech

0: 19th Century early breech-loader rifles, muzzle-loaded artillery, 1860s-1880s era army organization. Combined Army-Industry-Economy score is less than 3. 1: Turn of the Century weapons, organization, and training. Combined Army-Ind-Econ score of 3. 2: Pre-WWI weapons, organization, and training. Newer field artillery and machine guns. Combined Army-Ind-Econ score of 6, all scores must be at least 1. 3: WWI level weapons, organization, and training. Earliest tanks, gas weapon and defense capability. Combined Army-Ind-Econ score of 9, all scores must be at least 1. 4. Interbellum period weapons, organization, and training. Tankettes, armored cars, and newer medium tanks available, modern artillery, air-cooled machine guns (M2 Browning). Combined Army-Ind-Econ score of 12, all scores must be at least 3. Air Force Tech

0: 19th Century. Hot air balloons for spotting, recon, observation duties. Combined Air-Industry-Economy score less than 3. 1: Turn of the Century. Earliest Zeppelins lighter-than-air airships. Wright Flyer-level aeronautics. Combined Air-Industry-Economy score of 3. 2: 1910s. Biplanes up to WWI craft, includes first dedicated fighters and earliest bombers, more advanced zeppelins. Combined Air-Industry-Economy score of 6, all scores must be at least 1. 3: 1918-1922. Immediate post-war aircraft. Combined Air-Industry-Economy score of 9, all scores must be at least 1. 4: Interbellum period aircraft, 1922-1925. Later fighters and bombers. Potential for development of transport aircraft. Combined Air-Industry-Economy score of 12, all scores must be at least 3.


Maintenance Costs

Militaries have day-to-day costs. Fuel and spare parts for vehicles and ships, food for the uniformed men, fodder for horses, and of course ammunition for their weapons. The larger your forces, the more you have to spend to maintain them.


Navy Costs: 1 IBP per 100,000 Tons Standard. Going by game-start caps, a NF of 3 would pay 9 IBPs, NF 4 would pay 12, and NF of 5 would pay 15.

Air Force Costs: 1 IBP per 100 aircraft.

Army Costs: 1 IBP per 100,000 active soldiers or 500,000 reservists. Unit Types Ships

1pt/1kt, rounded up to the nearest 100 tons. Fractionals to the .X place are allowed, but no further.

Custom designs should be created in Springsharp (by you or by someone who knows how to use springsharp and will do it for you), because it's the only thing that, short of a qualified naval designer, outputs tonnage decently accurately and reliably.

Now, as for buildtimes, the general rule is this. 2/3rds of time is spend with construction and the final third is trial and fitting period, when the basic ship is tested in sea conditions and given the final fitting out. After the construction period is done then ship's industrial cost is cut by 95% (IOW, to 1/20th construction phase cost, a 50kT ship goes from 50 IBPs to 2.5), but if it is not a capital ship it still takes up yard capacity tonnage in the final year (capital ship slips are open). Buildtimes: Over 25,000T Displacement: 2 years construction, 1 year trials. 10-25,000T Displacement: 16 months construction, 8 months trials. 4-10,000T Displacement: 12 months construction, 6 months trials. <4,000T Displacement: 9 months construction, 3 months trials.


Slipways


The Capital slipways can also be upgraded or new ones built. The cost of upgrading a smaller slip to accommodate larger hulls is always half that of making a new slip, but the cost is the same. Naturally upgrading a slip means it can't be used for those 2 years.

25-40kT Slip: 15 IBPs, 2 years to completion (New)

40-55kT Slip: 20 IBPs, 2 years (New). 10 IBPs/2 Years (Upgrade of 25-30).

55-70kT Slip: 25 IBPs/2 Years (New). 15 IBPs/2 Years (Upgrade from 40-55). Land Units Unit Raising and Costs

The cost of infantry units depends upon the kind of transportation you're assigning them, each also takes time to become fully effective, reflecting the need for training and for unit cohesion to step in.

For the moment I am presuming that a Brigade consists of 5,000 troops, with 3 Brigades forming a Division of 15,000 troops. If a player desires then a nation's divisional structures can be altered to any brigade numbers wished, communication of such alteration when used in construction is requested.

Infantry Division w/ Horse Transport: New: 2 points for new with 2 years before full effectiveness. Industrial cost for 6 months. Reserve: 1 point for upgrading Reserve division to Active, 6 months to complete and max effectiveness. New Reserve: 2 points, 6 month industrial cost, ready for mobilization in 6 months, not fully effective for another 12 months. (Reflects building equipment and drafting from the mobilization pool to provide the manpower when mobilization is ordered.)

Infantry Division w/ Vehicular Transport: 9 points/1 year for new unit with 2 years before max effectiveness. If upgrade to existing division then effectiveness of division reduced for 9 months to reflect training in new equipment. Requires Army Tech 4.

Infantry Brigade w/ Vehicular Transport: 3 points/1 year for new unit with 2 years before max effectiveness. If upgrade to existing brigade then effectiveness of brigade reduced for 9 months to reflect training in new equipment. Requires Army Tech 3.

Cavalry Division: Cost of 3 points/6 months. 2 points/6 months for Reserve unit, 1 point/6 months for activating reserve. Higher costs from normal infantry reflects need to acquire trained horses and sufficient fodder. Add 1 point for battalion of "flying artillery" (horse-drawn light artillery, highly mobile).

Armored Recon Battalion (light tanks and armored cars) can be attached to any infantry or cavalry division, costs 2 points/1 year. Requires Army Tech 4.

Artillery Brigade: Heavier howitzers and field pieces, about 54 in all. If horse-towed artillery, cost is 3 points for 1 year. If motorized towed artillery, cost is 6 points/1 year. Effectiveness time is 1-2 years. Motorization requires Army Tech 4. Reserve activation is a cost of 1 points, 6 months to completion.

Siege Artillery Brigade: Heavy siege pieces, cost is 5 points. Roughly 6-9 siege guns. Requires Army Tech of 2.

Armored Brigade: Tanks of varying sizes with attached battalion of recon armored cars and light tanks and some truck-mobile infantry. Cost is 10 points/1 year. 2 years to maximum effectiveness. The player can keep track of his number of armored brigades in terms of equipment and, when upgrading a standing brigade's equipment, choose to raise a reserve or standing armored brigade with the upgraded unit's original material at a cost of 2 points for an active unit or 1 point for a reserve (reflecting spare parts production and various costs related to training). Requires Army Tech 3 for build, Army Tech 4 for medium tanks, truck mobile infantry, and armored cars.

For now Armored Divisions will not be listed as available for purchase. I'm sure an enterprising player can try to field one with existing armored brigades but remember that in 1925 tanks aren't as plentiful or quite so potent as they'd be in coming years. Armored Brigades are expensive to field and armies would generally attach them to an infantry division, perhaps even a Corps. Rules for game-start forces.


Army Tech 2 required for Artillery Brigade.

Army Tech 3 permits 1 Armored Brigade, 1 Motorized Infantry Brigade per every 2 Industry Points. Motorized Infantry units to be considered "experimental" for purposes of testing doctrine and operation.

Army Tech 4 permits 1 Armored Brigade, 3 Motorized Infantry Brigade per every Industry Point. Motorized Infantry full part of Army, can be used at Division-level.

Air Units

The basic cost of aircraft is 1 point for ten aircraft, construction time of 1 month. Larger bomber aircraft are 1 point for 2 aircraft. Bomb or aircraft-carrying Zeppelins will be 5 points/6 months.


See Also

Further Reading

  • [1] The original thread. (Currently locked due to size.)
  • [2] Current Game thread
  • [3] Reference thread, including maps and nation outlines.