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Keeper of the Sacred Block Coefficient

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Wednesday, April 26th 2006, 2:32pm

Shipbuilding and Infrastructure Rules v2.3

Update v2.3 to 2.4:
Modification to the Refit Rules

Update v2.2 to 2.3:
Modification to the Stockpile Rules

Update v2.1 to 2.2:
Addition of Floating Repair-Docks.

Update v2.0 to 2.1:
Modification to the light craft building rules.

Update v1.9 to 2.0:
Building rules for wooden vessels <200ts also apply to steel-made units.

Update v1.8 to 1.9:
War-time production added

Update v1.7 to 1.8:
-Modification of refit rules

Update v1.6 to 1.7:
-Modification of small vessel building rules (split 75ts)
-New modification rules

Update v1.5 to 1.6:
-Breaking up of warships modified

Update v1.4 to 1.5:

Update v1.3 to 1.4:
-Breaking up of warships included

Updated v1.2 to 1.3:
-Wooden crafts

Updated v1.1 to 1.2:
-Turnaround times for slips and drydocks
-Maximum points spent on infrastructure per quarter
-Clarified “bonus points” wording.

Please advise on additional changes that may be required...

Startup and Economy Rules v1.7

The year is broken up into 4 quarters.

1st Quarter: January, February and March
2nd Quarter: April, May and June
3rd Quarter: July, August and September
4th Quarter: October, November and December

Each quarter, each nation is required to report on its activities.

All displacement values mentioned refer to light displacement if not stated otherwise.

1.0 Starting up

Before starting the Sim every player needs to define its naval infrastructure. To do so it is necessary to find out how many factories and infrastructure points each player has.

1.1 Factories:

As a basis each player starts with 10 factories, reflecting basic marine-oriented industry that everybody would have. In addition every player gets 1 factory for every capital ship his nation has launched (but not necessarily completed) between 1-1-11 and 12-31-20.

New factories may be built during the simulation. They cost 10 pts to produce. A factory that is half-complete may begin limited production, at the rate of 500 tons per quarter, in the quarter following the investment of 5 points; A factory is fully complete following the investment of 10 points and begins production at a rate of 1,000 tons per quarter following completion.

1.1.1 Peace-time production

In each quarter each factory produces either 1,000 tons of warship material (for warship construction) or 0.1 pts of industrial material (for infrastructure upgrades/construction). In the first quarter of a year, a player can designate any factory to produce only industrial material points for the whole year. These will then produce an extra 0.1 industrial material pts in that particular year. Although the extra production is theoretically spread over the entire year, it may only be allocated during the final quarter of the year, and is not subject to the 1.5 industrial material pts/projects/quarter limit on building or upgrading infrastructure. That is, 1.5 industrial points could be put into a Type 4 slip, with another 0.4 or 0.6 “extra” industrial material points put in at the same time.

If a portion of a factory’s warship materials go unused, they may be carried over and used in future quarters. A country may stockpile materials up to the amount of a year's worth of production.

Since factories are an abstraction of your national economy, each factory’s warship material production may be spread out amongst multiple ship-building projects.

Example: India, with no capital ships build or laid down during those years, begins with 10 factories while a navy with 7 capital ships begins with 10+7 = 17 factories.

1.1.2 War-time production

A nation which is engaged in a war may go to war-economy, putting its industry on war-footing. The immediate effect is to increase by 50% the output of all factories, both as regards war-materials and infrastructure-points. This represents the temporary conversion of civilian industry into war-industry, as well as the heightened tempo at existing war-industry. Putting the industry on war-footing affects all factories, it cannot be partial.

When a player decides to put the industry of his country on warfooting, he makes the announcement in its quarterly report; the economy will be on a war-footing two quarters after the quarter the report was made. Scaling down is immediate, and announced in the same quarter the economy is back at peacetime levels.

If war-economy is maintained for more than two quarters running, OR if if the industry is placed on war-footing several times successive without interval between each instance of at least twice the length of the instance of war-economy preceding each interval, the industry will be worn when the economy scales down to peace-time levels. Example: the Kingdom of Nordmark returns its economy to peacetime-levels after having spent the first two quarters of 1930 on warfooting. At the beginning of the fourth quarter of 1930, Nordmark announces it again will go to war-economy, which happens at the beginning of second quarter of 1931. At the beginning of the fourth quarter 1931, Nordmark again returns to peace-economy, but this time with its factories working only at 90% efficiency - while each period of war-economy was short enough to not incur a penalty, the interval between the two periods of war-economy was not at least twice the length of the first period of war-economy.

Worn factories operate at 90% of normal output, until necessary repairs are carried out. If worn factories are put on warfooting again, the increased industrial output will be calculated from the worn factories' efficiency, not the normal efficience, and any penalty for further wear and tear are cumulative with earlier penalties. Example: In the third quarter of 1918, Nordmark requires 4984 tons of material. Normally this would require 5 factories to produces, but at 90% efficiency, 5 factories produce 4500 tons, and so a sixth factory must be brought in. Thus, instead of 1.3 points, Nordmark gets points from one factory less, and only 0.09 points from each factory: 1.08 points

Reparairing factories costs less than building new ones - it costs 0.5 infrastructure-point to repair a factory which is at 90% efficiency. Example: After having spent two year on war-footing in World War 1, Nordmark returns to peace-footing. Its 18 factories now only can produce 0.09 infrastructure-points per quarter, until they have been repaired. This will cost Nordmark 9 infrastructure-points. Factories can be repaired one at a time, so that instead of applying a fractional value per quarter, one can repair as many factories fully up as is possible, before moving on to the next. As such, Nordmark in the last quarter of 1918, in between some other projects, manages to repair 3 factories, then in the next six quarters manages to repair 2, 3, 2, 4, 2 and 2 factories respectively, thus having all 18 factories back up to working condition in time for the third quarter of 1920.

1.2 Infrastructure:

A country receives 10 pts per capital ship laid down (but not necessarily launched or completed) between 1-1-11 and 12-31-1920. Note that regardless of the number of capital ships in a navy, no country shall start with less than 30 pts of infrastructure. These points may be spent on slips, dry-docks or ports in any combination.

A maximum of 9.5 pts may be carried over for allocation during the first quarter of 1921; the player declares their allocation during his first quarterly activity report. These may be put towards new factories, slips, dry-docks, or ports that are under construction as of 1-1-21. The projects are not required to be completed during the first quarter, but the points must be allocated or they will be lost.

1.2.1 Infrastructure - Slips and dry-docks:

Slip and dry-dock size and costs are:

Size Type Length (m) Length (ft) Cost Turnaround time
0 Slip 70m 230ft 0.5IP 1 week
0 Dry-dock 70m 230ft 1IP 1 week
.5 Slip 95m 312ft .75IP 1 week
.5 Dry-dock 95mft 312 1.5IP 2 weeks
1 Slip 120m 393ft 1IP 2 weeks
1 Dry-dock 120m 393ft 2IP 2 weeks
1.5 Slip 145m 476ft 1.5IP 2 weeks
1.5 Dry-dock 145m 476ft 2.5IP 3 weeks
2 Slip 170m 557ft 2IP 3 weeks
2 Dry-dock 170m 557ft 3IP 3 weeks
2.5 Slip 195m 640ft 2.5IP 3 weeks
2.5 Dry-dock 195m 640ft 3.5IP 4 weeks
3 Slip 220m 721ft 3IP 4 weeks
3 Dry-dock 220m 721ft 4IP 4 weeks
3.5 Slip 245m 804ft 3.5IP 4 weeks
3.5 Dry-dock 245m 804ft 4.5IP 5 weeks
4 Slip 270m 885ft 4IP 5 weeks
4 Dry-dock 270m 885ft 5IP 5 weeks
4.5 Slip 295m 968ft 4.5IP 5 weeks
4.5 Dry-dock 295m 968ft 5.5IP 6 weeks
5 Slip 320m 1049ft 5 6 weeks
5 Dry-dock 320m 1049ft 6 6 weeks

Note: Turnaround time is the time that must be spent preparing the slip or dry-dock for a new job after it completes a previous job or is itself completed or expanded. In the event that a ship is using a larger slip or dry-dock than necessary, the turnaround time is based on the smallest slip or dry-dock that could theoretically do the job. For instance, a Type 4 slip building an 800 ft battleship would need 5 weeks for turnaround after launching it, but would require just 3 weeks turnaround time after completing a 550 ft cruiser.

Floating Repair Docks:

A floating repair dock costs half the IP of a comparable "land" drydock (graving dock) but is only capable of repairing ships or conducting Major Refits, and never to build a new warship. Additionally, a floating repair dock should be in place in sheltered waters for a full quarter prior to it's use.

Size Type Length (m) Length (ft) Cost Turnaround time
0 Floating Repair-dock 70m 230ft .5IP 1 week
.5 Floating Repair-dock 95mft 312 .75IP 2 weeks
1 Floating Repair-dock 120m 393ft 1IP 2 weeks
1.5 Floating Repair-dock 145m 476ft 1.25IP 3 weeks
2 Floating Repair-dock 170m 557ft 1.5IP 3 weeks
2.5 Floating Repair-dock 195m 640ft 1.75IP 4 weeks
3 Floating Repair-dock 220m 721ft 2IP 4 weeks
3.5 Floating Repair-dock 245m 804ft 2.25IP 5 weeks
4 Floating Repair-dock 270m 885ft 2.5IP 5 weeks
4.5 Floating Repair-dock 295m 968ft 2.75IP 6 weeks
5 Floating Repair-dock 320m 1049ft 3IP 6 weeks

To upgrade a slip or dry-dock, simply expend industrial material points equal to the difference in cost between the item’s current type and its eventual type; up to 1.5 pts may be placed into the item per quarter. For example, a Type 1 slip would require 1.0 pts to upgrade into a Type 2 slip.

A slip or dry-dock can not be used for construction while upgrading; it becomes functional after its turnaround time has elapsed. For example, a Type 2 slip could begin a job 3 weeks after being completed (regardless of whether it was built from scratch or expanded from a smaller slip).

Example: Not having built any capital ships, India begins with the minimum 30 pts of infrastructure. Its starting infrastructure is as follows:

At Madras: Slips: one Type 3, one Type 2, one Type 1. Total cost: 6 pts
Dry-docks: one Type 2, one Type 1. Total cost: 5 pts

At Mumbai: Slips: one Type 3, two Type 2, one Type 0. Total cost: 7.5 pts
Dry-docks: one Type 3, one Type 1. Total cost: 6 pts

At Sikkwe: Slips: one Type 1, one Type 0. Total cost: 1.5 pts
Dry-docks: one Type 0. Total cost: 1 pt

At Columbo: Slips: one Type 1, one Type 0. Total cost: 1.5 pts

As all four locations are existing coastal cities, India will not be required to purchase any ports (see 1.2.2 below)

Points carried-over to Q1 1921: 1.5 (India might say that these are placed into a Type 2 dry-dock that would then be (1.5/3 = ) 50% complete as of 1-1-21).

Total: 30 pts

1.2.2 Infrastructure - Ports

A free port, with no size limitation, is assumed to exist at any existing coastal city in your possession; consequently, slips and dry-docks may be spread amongst as many coastal cities as the owner desires. If a “real-life” non-coastal city is to be the site of a port, the player must demonstrate through actual documentation that any ship built there can travel by river between the city and open water. Common sense says that a fictional city on a fictional land mass will automatically meet this condition.

If the owner wishes to build slips or dry-docks at another location, such as a remote Pacific atoll, he will be required to purchase a port of the appropriate size:

Type 1, up to type 1 slipways and/or dry-docks and maximum of 3, cost 3 pts
Type 2, up to type 2 slipways and/or dry-docks and maximum of 5, cost 6 pts
Type 3, up to type 3 slipways and/or dry-docks and maximum of 7, cost 9 pts
Type 4, up to type 4 slipways and/or dry-docks and maximum of 9, cost 12 pts
Type 5, up to type 5 slipways and/or dry-docks and maximum of 11, cost 15 pts

You may spend 1.5 pts to give a port one additional slot to hold another slipway or dry-dock. By spending another 1.5 pts, the port is automatically upgraded to the next largest category of port. Note that these points upgrade the port’s facilities only - once paid for, you will still need to pay for the slip or dry-dock to take that slot.

A Type 5 port does not upgrade to a larger category of port; you may continue to spend 1.5 pts per slot on up to 11 additional slots.

Example: Some time in the late twenties, India decides to expand a port built on the island of Diego Garcia. The port is a conventional Type 1 port. By spending 1.5 pts, a fourth slot is created and the Indian Navy cheerfully refers to it as a Type 1.1 port. By spending another 1.5 pts, a fifth slot would be created and the port would automatically upgrade to a Type 2 port.

2.0 Using Your Resources

For the use of warship material see 2.1 to 2.3 and for spending infrastructure points see 2.4.

2.1 Building new warships

Warships under construction at 1-1-21 may be at any stage of construction, but this must be reported by the player during the first quarterly report. He will report the date the ship was laid down, how much material has been installed in the ship, and how long the ship has been under construction.

Wooden and steel vessels of 200 tons and smaller, 150ft and smaller, can be constructed at a number of (rounded up)

2 craft equal to or smaller than 25t per factory per quarter
1 craft equal to or smaller than 100t per factory per quarter
1 craft equal to or smaller than 200t per 3 whole factories (or part there of) per quarter.

(Example: A nation with 1 or 2 factories would be able to build any size of vessel that would not require a slip. This would also allow a nation of 4 factories to build 2 x 200 tons per quarter, or a nation with 11 factories to build 4 x 200 ton vessels per quarter.)

Constructing such craft does not require use of the slips or docks in a players infrastructure, if not in excess of the rule stated above, but constructing such craft still requires an amount of materials equal to its light displacement out of the nations war-materials production, in the month the vessel is constructed. For the purposes of the sim, the construction of such a craft is assumed to last exactly one month, all of it on slip. Repairs do not occupy any capacity, but are still paid for in materials. Shake-down cruise is assumed to last 1 month for full effect.

To build a warship of 200ts or more from scratch, an empty slipway long enough to hold your warship is needed. An oversized slipway can be used if so desired. Work advances on a warship at the rate of not more than 1,000 tons a month.

The theoretical time to build a ship is:

If over 499 tons: Time = (light displacement / 1000) + 9 months
If 200 to 500 tons: Time = (light displacement / 1000) + 4 months

A ship may be launched when materials totalling 40% of its light displacement have been installed or when it is 40% through its theoretical building time, whichever is the later date.

A ship is completed when materials totalling 100% of its light displacement have been installed or when it is 100% through its theoretical building time, whichever is the later date.

The ship then embarks on a shake-down cruise which will include loading fuel, munitions, and other supplies on board the ship. Shake-down cruises last 3 months for ships under 499 tons, or 6 months for ships over 500 tons. A ship on its shake-down cruise is capable of combat, but its combat performance will be degraded since the ship’s crew has not been fully integrated and the ship’s systems are not broken in.

A player is under no obligation to complete a ship in its theoretical building time. A ship may take up to three times its theoretical building time to complete without the ship falling into disrepair.

Example: India’s Columbo-class light cruisers have a light displacement of 4,300 tons (rounded up to the nearest 100 for the Indian player’s convenience). Their theoretical time to build is (4,300/1000) + 9, or 13.3 months. Their shake-down cruise would be 6 months long, as they displace more than 499 tons.

As of 1-1-21, the light cruiser Kalyan is declared to have been under construction for three months (laid down on October 1, 1920). For the player’s convenience, it is assumed that materials are being installed over the entire 13.3 month building period - so 323 tons per month, with a fractional amount being installed in the final 0.3 month. In this way, the percentage of materials installed will equal the percentage of theoretical building time that has passed - players are not obliged to follow this route, but the Indian player finds it convenient.

This being the case, the Kalyan has received 969 tons of materials as of 1-1-21. At the current rate of construction, 40% of her building time will have elapsed at, and 40% of her materials installed by, (40% of 13.3 = ) 5.32 months. That works out to March 10, give or take a day. If the ship is launched on March 10, her Type 2 slip will be ready to begin new construction three weeks later on April 1.

The ship will be completed 13.3 months after being laid down, with the final materials being delivered the same day. This would be November 10, 1921. The ship then loads up and is undergoing its shakedown cruise until May 10, 1922.

2.2 Keeping your ships operational

Warships may take damage from battle, or over the course of years may require a refit, a rebuild or a player could choose a radical reconstruction of the hull to meet new needs.

If the work would not require alteration of the ship’s hull below the waterline, the ship need only be “tied up” at a coastal city or port with a slip or dry-dock of acceptable size; the ship will not require dry-docking. Examples of this would include installation of radar, light guns (maximum 5.1"/130 mm), or repairs to the main deck.

All other repairs, along with rebuilds, reconstructions, and conversions, will require that the ship be dry-docked.

2.2.1 Repairing Damage

After a battle (or other event, such as a collision or beaching), a warship will be assigned a percentile of the ship's total ability to withstand damage before sinking. A ship in pristine condition would rate 100% and a ship in a virtual sinking condition would rate 1%. Time and materials to repair the ship are proportional to the amount of damage the ship has sustained. A brief shake-down cruise will also be required once the ship returns to service; the length of the cruise is proportional to the damage repaired.

Repairs to a ship can be expedited. The time to repair the ship is halved, but the cost in materials is doubled to reflect a general waste of materials in the hurry to make the ship sea-worthy. A player can choose to expedite repairs to multiple ships, provided he has the materials to do so. The rapid repair of the USS Yorktown after the Battle of Coral Sea is an example of this in action.

96% to 100% - Nominal

Ships in this rating are in normal use and are typical for the day. There are always a few problems on every ship from time to time and this small range is designed to reflect this fact. In general, ships that spend more time at sea or have less experienced crews will be closer to 96%.

81% to 95% - Light Damage

Ships in this category have had contact with the enemy and received one or more telling hits in the exchange. Damage is generally superficial and might be repaired without requiring dry-docking. Casualties will be limited to a few individuals.

61% to 80% - Moderate Damage

These vessels have been exposed to serious counter-fire from the enemy. It is assumed that there will be damage below the waterline, with the ship requiring dry-docking. There may be damage to the ship’s upper works and ordnance. Crew casualties will be considerable but not necessarily enough to overwhelm the ship’s medical crew.

36% to 60% - Heavy Damage

These vessels have sustained multiple hits below the waterline and have enough flooding to impair stability and speed. One or more of the main battery guns, along with a considerable amount of the lesser weapons, will be destroyed, and there will be extensive damage to the ship’s superstructure. Dry-docking will be required; the ship may require towing to reach its destination. Crew casualties will be considerable.

1% to 35% - Crippled

These ships have been pounded into hulks. They have extensive flooding that threatens to cause the ship to capsize or flounder. The ship may have lost part of the bow or stern due to structural failure, and is probably incapable of sailing under its own power. Most, if not all, of the ship’s weapons and infrastructure are in ruins. Crew casualties will be extensive.

Depending on the situation at the time, a force commander may attempt to tow the hulk back to safety or scuttle it. The hulk may also sink on its own, particularly if heavy weather is encountered or the crew stops damage control efforts.

On occasion, a ship may survive being towed back to port only to have the naval repair staff determine that it’s worth the effort to repair the ship. In this case, the ship may be declared a “Constructive Total Loss” and scrapped.

Example: Just months after finishing her shake-down cruise, the Kalyan comes to the aid of a sinking ferry during a cyclone. While taking passengers off, the two ships repeatedly bang into each other, and Kalyan suffers damage to her hull and upperworks. An inspection later shows her to have a rating of 76% - enough to rate as moderate damage and to require dry-docking.

Since the ship has 24% damage, she will need 24% of her materials and 24% of her theoretical build time to complete the repairs. This works out to 1,075 tons and 3.3 months. Once she returns to the water, she requires 24% of standard 6 month shakedown cruise, or about 1.5 months, as the crew verifies that the ship’s repairs were well done.

2.2.2 Modifying warships

There are a number of tasks that can be done to improve a warship. These are grouped into five categories, with increasing complexity, cost, and infrastructure requirements. The most complex task in a warship improvement project determines the overall cost and infrastructure requirement.

Cost is both the percentage of original building time required to do the work, and the percentage of the light displacement that must be spent in warship materials.

Infrastructure requirements are, in order of complexity:

None (N): The ship can anchor anywhere and do the task itself - provided it has miscellaneous weight to carry the materials needed.

Tender (T): The ship and a tender or repair ship can anchor anywhere to do the task - provided the ships have the miscellaneous weight to carry the materials needed.

Port (P): The ship must be anchored at a military facility containing at least one Port, Slip, or Drydock. The ship is considered to be tied up at a pier - it does not use a drydock.

Drydock (D): The ship must be in a drydock long enough to accommodate it. Level 0: Minor Alterations (Cost = 2.5%)
-Changes (number/quantity/type/location) to searchlights: N
-Changes to ship's boats: N
-Alterations to guns of 20mm and smaller: N
-Modification or update of an existing radar set: P Level 1: Manual Refits (Cost = 5%, except for ships of 2,999 t light or less --> 2.5%)
-Alterations to guns of 21-65mm and smaller not served by hoists: N
-Cosmetic or temporary changes to superstructure (ie, a fake funnel): N
-Addition of radar: P Level 2: Minor Refits (cost = 15%, except for ships of 2,999 t light or less --> 5%)
-Alterations to snorkel or periscopes: P
-Alterations to guns of 65mm and smaller served by hoists: T
-Changes to depth charge racks and throwers: T
-Changes to mine rails (mines carried on deck): T
-Changes to torpedo carriages: T
-Changes to gun directors: T
-Minor changes to superstructure (i.e. enclosing a bridge, adding a searchlight platform): T Level 3: Major Refits (cost = 25%, except ships of 2,999 t light or less --> 15%)
-Changes to catapults and/or above-decks seaplane hangers: P
-Changes to deck mount or turret armor: P
-Changes to conning tower armor: P
-Changes to external armor belts: P (upper), D (ends, main)
-Changes to underwater torpedo tubes: D
-Changes to sonar: D
-Alterations to guns of 66mm-195mm not involving barbette alterations: P
-Refurbishment of internal fittings for life-extension purposes: P
-Changes to superstructure (i.e. lengthening or widening a deck, adding a deck house): P Level 4: Partial Reconstruction (cost = 50%, except ships of 2,999 t light or less --> 25%)
-Changes to bunkerage (type or quantity): P
-Replacement of superstructure: P
-Changes to internal belt armor: P (upper), D (ends, main)
-Changes to deck armor: P
-Alterations to guns of 66mm-195mm involving barbette alterations: P
-Replacement of secondary barbettes with powerplant machinery: D
-Alterations to guns 196mm and larger not involving barbette alterations: P
-Change to powerplant (type and output): D
-Change to bow form: D
-Change to trim of ship: D
-Change to torpedo bulkheads: D Level 5: Total Reconstruction (cost = 75%, except ships of 2,999 t light or less --> 50%)
-Alterations to guns 196mm and larger involving barbette alterations: D
-Replacement of main barbette with powerplant machinery: D
-Insertion or removal of section of hull amidships: D
-Reshaping of stern (does not allow creation of transom): D
-Welding of ships together (must be like type/class): D


There may be a scenario in which the most complicated task in a job is something requiring the use of a port - yet the job also includes a lesser task that requires the use of a drydock. For example, removal of submerged torpedoes (a 25% task) and a change to internal armor (a 50%) task. In this case the ship would have to spend 25% of its original build time in drydock, and the remaining 25% could either be spent in drydock or just in the port.

2.3 Breaking up of completed or incomplete units

Breaking up a ship takes a total of 1/3 of the time necessary to build a vessel of its tonnage (light displacement).

2.3.1 Breaking up ships of 2001ts and over

To scrap a ship of 2001ts and over an appropriate drydock is necessary because 40% of the total time necessary to scrap the ship in question has to be spend in a dry dock. Once the ship is broken up entirely, 15% of its tonnage (light displacement) can be recycled. It will take 2 full quarters to do so.

Rule 1.1 will apply to material gained this way. If unused the material will be carried over into the next quarter and then be lost.

Example: A cruiser of 9000ts (light displacement) is to be scrapped. It would take 18 months to build it so scrapping it takes 6 months. Of those 6 months the ship has to spend 2,4 months in a dock. Afterwards 1350ts can be recycled. If we assume scrapping to start at the beginning of Q1 it will be finished after Q2. The material gained will be recycled (Q3, Q4) and available for new constructions in Q1 the following year.

2.3.2 Breaking up ships of up to 2000ts

Rule 2.3.1 can also be used to scrap a ship of up to 2000ts. However, if an appropiate drydock is not available, it is possible to beach the ship in question for scrapping. If this option is choosen, 7% of the ships tonnage (light displacement) can be recycled once the vessel is broken up entirely. It will take 2 full quarters to do so.

Rule 1.1 will apply to material gained this way. If unused the material will be carried over into the next quarter and then be lost.

Example: A patrol craft of 400ts (light displacement) is to be scrapped. It would take 8 months to build the ship so scrapping it after beaching it will take 2 2/3 months. Afterwards 28ts can be recycled. If we assume scrapping to start at the beginning of Q1 it will be finished at the end of Q1. The material gained will be recycled (Q2, Q3) and available for new constructions in Q4.

2.3.3 Re-using guns taken off a ship scrapped

Before scrapping a ship her guns can be taken off her and re-used when building new vessels. If those guns are installed as a new designs main armament, the building time for that new vessel is reduced by 1 month (not impairing slip time). If those guns are installed as a new designs secondary armament, the building time for that new vessel is reduced by 1 month (not impairing slip time). Both cases are cumulative. Using those guns as tertiary armament on a new ship will not result in a reduction of the time necessary to build said new ship.

Guns taken off ships scrapped can be stored indefinitely for later use.

2.4 Upgrade of infrastructure

To upgrade your nations infrastructure you use the points produced by your factories in lieu of warship material. A maximum of 0.5 pts may be put into a project per month.

Slipways and dry docks can only be build in Naval Ports. To upgrade a Naval Port, Dry Dock or Slipway already constructed a player pays the difference in cost between the old type and new type.

A Dry Dock or Slipway that is being expanded cannot be used.

3.0 Simming Ships

Springsharp 2.1 is currently the only acceptable standard for simming surface warships.

SubSim is an acceptable alternative program for designing submarines.


Friday, July 28th 2006, 12:12pm

Modification to rules needed.

Change minor refit (15%) to <155mm


Change to small craft production

2 crafts smaller than 25t per factory per quarter
1 craft smaller than 100t per factory per quarter
1 craft smaller than 200t per 3 whole factories per quarter

Just delete this after editing the above post.


Friday, July 28th 2006, 12:20pm

Done and done, allthough the 155mm alteration seems to be there already.


Keeper of the Sacred Block Coefficient

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Friday, July 28th 2006, 2:57pm


Originally posted by Red Admiral
Change to small craft production

2 crafts smaller than 25t per factory per quarter
1 craft smaller than 100t per factory per quarter
1 craft smaller than 200t per 3 whole factories per quarter

Is this what we finally agreed on? Can´t remember.

Would you please lead me with a link to the thread we discussed this? Thanks.


Friday, July 28th 2006, 8:23pm…d2f8c171f8b5213

That was the proposal with agreement from some and silence from others.


Friday, July 28th 2006, 8:30pm

If it's:

2 crafts smaller than 25t per factory per quarter


1 craft smaller than 100t per factory per quarter


1 craft smaller than 200t per 3 whole factories per quarter

...then I can work with it. I'd just assume construction time is the full quarter.

I'm peachy with the gun change.


Sunday, July 30th 2006, 9:16pm


2 crafts smaller than 25t per factory per quarter


1 craft smaller than 100t per factory per quarter


1 craft smaller than 200t per 3 whole factories per quarter

...then I can work with it. I'd just assume construction time is the full quarter.

Correct, or not and


Monday, October 6th 2008, 5:52am

Does anyone know the excessive limit of length that a ship can overhang a slip? ie the max length a ship can overhang an 885' slip.


Monday, October 6th 2008, 6:17am

Might I propose that the length of overhang not exceed that caused by a 25-degree angle bow? That'd may the absolute max almost exactly 900 feet.


Keeper of the Sacred Block Coefficient

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Monday, October 6th 2008, 11:50am

Please do not discuss this question here as this thread should only be for rules. Thanks.


Monday, October 6th 2008, 11:57am

Its discussion that revolves around build rules, theres a better forum for it? I was hoping to add the rule once we confirmed it.