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Thread: 1900 IH

  1. #1

    Default 1900 IH

    My first attempt at hosting an IH please feel free to post questions on the rules.

    The year is 1900 it is the turn of the century. In Europe tensions raise as the old ways are challenged by the new ideas of Nationalism, which have already started to create problems for the age old monarchs of Ottoman Turkey and Austria Hungary. Italy has recently been formed into a new nation following the unification of the various states by Piedmont. Germany recently united under Prussian leadership is rapidly industrializing and challenging the centuries of French domination in Europe. Africa is also a place of tension with only Ethiopia and Liberia being free from European Domination. Additonaly various ethnic groups seem to be tiring of European rule; such as the Boers threatening their British masters. While the new states of Italy and Germany challenging the traditional French and British dominance of Africa. In Asia as well there are chances of conflict as the aging Monarchies in Turkey and China struggle to maintain their positions from the threats of France, Britain and the Dutch, whilst the raising powers of America, Russia, Japan grow ready to carve their own places in history. With all the tensions in the world currently its only a matter of time before a fire is started that will cause the explosion into total war.
    Political Map
    Spoiler for



    Economic Map
    Spoiler for



    Factions
    Spoiler for
    Major Factions
    The following need to be taken for others to be chosen
    Britain
    Russia
    France: Amaz
    Germany: Aggy
    Italy
    Ottoman Empire
    Austria-Hungary: Fred

    The Following can be chosen once all the previously mentioned ones are taken
    Japan
    Spain
    China
    Brazil
    Mexico
    Persia

    Attached Thumbnails Attached Thumbnails 1900.png  
    Last edited by rathertallhat; January 31, 2012 at 07:37 PM.

  2. #2

    Default Re: 1900 IH

    Economic Rules
    Spoiler for
    Economic Rules
    Please check the economic map to discover how much each province makes.

    Level 1 - Red: 25,000 florins/turn
    Level 2 - Blue: 50,000 florins/turn
    Level 3 - Light Green: 100,000 florins/turn
    Level 4 - Dark Green: 150,000 florins/turn

    You can upgrade a province's infrastructure level for a set amount of florins.

    Level 1 to Level 2: 30,000 florins - 1 turn
    Level 2 to Level 3: 60,000 florins - 3 turns
    Level 3 to Level 4: 120,000 florins - 6 turns

    Trade- Both Parties must agree and any trade happening by sea is subject to Blockade.
    Note on Trade-Landlocked nations may not trade with nations that do not border them. Any trade that is not with a bordering nation is considered sea based an there for can be blockaded.
    Level 1 - 10,000 florins
    Level 2 - 20,000 florins
    Level 3 - 30,000 florins
    Level 4 - 40,000 florins
    Level 5 - 50,000 florins


    Military Rules
    Spoiler for
    Military Rules As usual, unit upkeep is 1/2 their original price.

    Land units:
    Spoiler Alert, click show to read:
    Militia Division - 20,000 - 15,000 pounds sterling, 1 day - poorly trained, ill-equipped and undisciplined (but cheap and quick to raise) irregulars useful for little more than human wave attacks, police actions or home defense while the real soldiers are off on campaign.

    Infantry Division - 10,000 - 30,000 pounds sterling, 3 days - the bread and butter of any army, well-trained and well-equipped professionals/semi-professional troops who can effectively take and secure ground.

    Cavalry Division - 10,000 - 30,000 pounds sterling, 3 days - Speedy mounted troops who can still be useful for outmaneuvering enemies, rushing weak points in enemy lines and harassing supply lines, though the days of the famous frontal cavalry charges of old are done with.

    Light Infantry Division - 8,000 - 50,000 pounds sterling, 4 days - Lightly-equipped crack troops specially trained for rapid deployment and independent operations in rough terrain (ex. deserts, jungles).

    Mountaineer Division - 8,000 - 55,000 pounds sterling, 4 days - Crack troops specially trained and equipped for high-altitude, low-temperature operations.

    Marine Division - 8,000 - 55,000 pounds sterling, 4 days - Crack troops specially trained and equipped for amphibious operations.

    Artillery Division - 3,000, 100 guns - 80,000 pounds sterling, 6 days - Heavy artillery useful on both the offensive and the defensive.

    Armored Regiment - 5,000, 500 tanks - 145,000 pounds sterling, 1 week - Men driving 'land battleships' into battle, capable of overrunning all but the greatest of fortified lines and turning everyone who comes their way into something resembling chunky salsa. Must be researched first.

    Recruitable brigades (to attach to divisions):
    Spoiler Alert, click show to read:
    Artillery Brigade - 3,000, 40 guns - 25,000 pounds sterling, 4 days - Mobile field artillery used primarily in support roles for offensive and defensive operations. Infantry (all types), Militia and Cavalry only.

    Armored Brigade - 3,000, 250 tanks - 60,000 pounds sterling, 6 days - Small detachments of armored troops to help with punching holes in enemy lines. Infantry (all types), Militia and Cavalry only. Event will give them.

    Armored Car Brigade - 3,000, 600 armored cars - 40,000 pounds sterling, 4 days - Detachments of speedy, lightly armored cars equipped with machine guns useful as support vehicles. Can be attached to all but Mountaineer and Marine Divisions.

    Engineer Brigade - 3,000 men - 20,000 pounds sterling, 2 days - Trained combat engineers who can help construct pontoon bridges, trenches, crude bunkers etc. within short periods of times. On the offensive, they can mine an area and sabotage enemy defenses. Can be attached to all Divisions.

    Armored Train Brigade - 3,000 men, 24 armored trains - 50,000 pounds sterling, 5 days - Massive, heavily armored trains that can quickly move troops and equipment along railways and function as mobile artillery platforms on the frontlines. Obviously, these brigades are restricted to railroads and will perform poorly (if at all) in low-infrastructure regions. Can be attached to any division.

    Anti-Air Brigade - 3,000 men, 60 guns - 40,000 pounds sterling, 4 days - Troops equipped with and specially trained in the use of anti-air guns, an increasingly important asset to have on your side as the role of aircraft grows on the battlefield.

    Gas Brigade - 3,000 men - 35,000 pounds sterling, 3 days - Men specially trained in the use of various poison gases, ranging from the relatively harmless tear gas to the infamous mustard and chlorine gases, as well as in countering these chemical weapons. Can be attached to any unarmored division.


    Warships:
    Spoiler Alert, click show to read:
    Battleship - 300,000 pounds sterling, 10 days - The ruler of the high seas, a floating fortress that can blow lesser ships out of the water with little effort...but are vulnerable to submarines.

    Battlecruiser - 200,000 pounds sterling, 8 days - A larger, heavier cruiser with the arms of a battleship, the perfect blend of speed and firepower that can serve as support vessels for battleships or fight in their own right.

    Cruiser - 120,000 pounds sterling, 6 days - Ships balancing the massive firepower and heavy armor of the Battleship and the speed and maneuverability of Destroyers, the mainstay of most surface fleets.

    Destroyer - 80,000 pounds sterling, 5 days - Small, lightly armed ships mostly used as escorts or submarine hunters.

    Submarine - 80,000 pounds sterling, 5 days - Watercraft capable of extended underwater operations, invaluable in crippling an opposing country's merchant shipping lines and combating Battleships.

    Minelayer - 40,000 pounds sterling, 4 days - Tiny, unarmed ships designed to litter an area with mines as quickly as possible.

    Minesweeper - 40,000 pounds sterling, 4 days - Tiny, unarmed ships meant to sweep an area clean of mines as quickly as possible.


    Aircraft:
    Spoiler Alert, click show to read:
    Scout plane - 4 planes/squadron - 40,000 pounds sterling, 2 days - Fast, unarmed craft meant to collect intelligence on enemy movements and positions and report these findings to the troops on the ground.

    One-seat fighter plane - 3 planes/squadron - 50,000 pounds sterling, 3 days - Planes armed with light machine guns and built specifically for high-speed dogfights, but also invaluable as escorts for Bombers and Airships.

    Two-seat fighter plane - 2 planes/squadron - 75,000 pounds sterling, 4 days - Heavier planes with two-man crews (a pilot and gunner) and heavier armaments specialized in extended, long-range dogfights.

    Bomber - 2 planes/squadron - 75,000 pounds sterling, 4 days - Slow, heavy warplanes outfitted with large payloads of explosives, capable of raining death from above on both enemy military installations and cities but highly vulnerable to enemy fighters.

    Airship - 2/squadron - 80,000 pounds sterling, 6 days - Massive rigid dirigibles that can both scout enemy positions and serve as heavy bombers, but are lacking in the air-to-air defense department and so will have to rely on Fighters to protect them.

    Retraining Rules: -
    Land & Air – Costs 1/4 the units recruitment and takes ½ construction time
    Sea- Costs ¼ the unit’s recruitment and takes1/2 the construction time. Note sunken ships cannot be repaired


    Blockades- During a war once a nation has obtained Naval supremacy, the dominate nation may choose to send a Naval force that must consist of at least 5 ship to Blockade enemy trade. I will roll a dice to see if the Blockade is successful or if blockade runners get through. If succesfull the dominate nation receives the income from the trade.


    Civil Order:
    Spoiler for
    Civil Order
    Civil Disorder Rules:
    Causes- I will role a d100 every turn that something in the following list to see if anything happens
    · Losing territory (All possible)
    · Crushing defeat in Battle (Protests/Riots)
    · Losing a war (All Possible)
    · Declaring war (Protests)
    · Massive surge in troop recruitment (Protests/Riots)
    · Blockaded (Protests/ Riots)
    Protests- Lasts 1 turn and no troops can be recruited in the affected regions.
    Riots- Lasts up to 5 turns either needs RP or troops to put down unless waiting for the 5 turns to be up. No troops can be recruited in the affected regions and income is halved in affected regions
    Civil War- Lasts until put down by either RP or force. No troops can be recruited, and no income can be collected in the affected regions.
    Last edited by rathertallhat; January 31, 2012 at 03:26 PM.

  3. #3
    Agamemnon's Avatar Comes Limitis
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    Default Re: 1900 IH

    The USA should have less of an economic advantage or be NPC. That's extremely OP, as is Britain. Just a balance thing.

  4. #4

    Default Re: 1900 IH

    The us is likely to be a NPC, Ill probably take some income from Britians colonies

  5. #5
    Agamemnon's Avatar Comes Limitis
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    Default Re: 1900 IH

    Okay. Thanks, just a tip.

  6. #6
    Praepositus
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    Default Re: 1900 IH

    It's been a while since I've been really into a faction IH, so hope this one carries out.

    Give me France !

  7. #7

    Default Re: 1900 IH

    Took of the US will tweak Britain tomorrow.

    Amaz welcome, only four more players until this can start

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