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Can't help but feel that the lavish sause is being applied a bit too generously. I'll try my best but don't expect the moon and the stars. I'm just a simple Co-host.

Personally I've got a hard time getting the stuff just right for the reports. Have dome some research but I am somewhat aprehensive about making historical errors. So, should you discover any, don't hound me. I'll have a perfectly viable and heavy handed reason for it being so (read: insecurity).

Nahh but in all fairness, I have never hosted a historical BoP and while I do research the time and countries I am in no way intimately familiar with the time the BoP is set in. Any help with resources or reference points is welcome. Note! I will be liberal with my writings and interpretations.

With that said, I am looking forwards to giving all of you something fun to read and work with. My first priority is fun, then realism and then historical accuracy.
 
Your Country Card...

=== OVERVIEW ===
Country Name: What country are you playing as?
Government: What is your form of government? For gameplay purposes, your government is "you." If your government is replaced or falls due to actions that you did not intend, you are permanently removed from the game, unless your government is reinstated.
Head of State: Who is formally in charge of your country?
Home Stability: What is the stability of your home regions? This is impacted by any revolutionary or anti-government movements, unless they are separatist.

=== TECHNOLOGY ===
The technology system in this game is intended to be player-guided. If your nation discovers a new military innovation that could lead to a unit type, you can unlock that type of unit to build for your nation. Industrial innovations can have far-reaching implications outside of the realms of just your country card. Technologies can and will dissipate outside of your nation over time, unless you take measures to protect against military and industrial espionage.
Industrial Innovations: What are your industrial technologies? Bear in mind that these can have far-reaching impacts that are not limited to your industrial capacity.
Military Innovations: What are your military technologies? These may lead to unlocking new unit types for you to purchase.

=== RESOURCES ===
The resource system in this game is simplistic yet contains depth. There are two resources - credits and industrial capacity. Credits are used for the advancement of research, espionage, culture, and national welfare. Industrial capacity is used for military and construction projects. Any attempts to increase production of one will lead to the decrease in the other - building a factory means your credit-producing workers will swap to producing industrial capacity. Some measures, however, are more effective at converting one into the other efficiently. A few actions, such as the acquisition of new territory, can earn you more of one resource without the loss of another. Bear in mind that for most actions, credits are much more effective than industrial capacity, although military is entirely dependent on IC....
Credit Income Per Turn: How much credits do you earn per turn? These can be spent on technology and other projects. A good thing to consider whether or not to spend IC or credits or both is to ask if you are building something. If you are, then IC is required.
Credits Banked: How many credits do you have stored?
Industrial Capacity Gain: How much IC do you earn per turn? This is used for all production.
Industrial Capacity Use: How much IC are you losing in upkeep?
Net Useable Industrial Capacity: How much IC can you spend this turn? Bear in mind you cannot 'bank' IC.

=== LAND MILITARY ===
Leadership: How effective are your top-tier generals and head of state at managing the military?
Total Active Divisions: Total number of infantry divisions. Cost 40 IC, and cost 4IC/turn in upkeep.
Total Irregular Divisions: Total number of irregular divisions. Cost 20 IC, and can be converted to infantry divisions for 20 IC. Cost 2 IC/turn in upkeep.
Total Reserve Divisions: Total number of reserve divisions. Cost 20 IC, and can be converted to infantry divisions for 20 IC. Cost 1 IC/turn in upkeep.

== Army One ==
List of your armies and their type.
Divisions: How many divisions belong to this army?
Location: Where is your army located?
Morale: How willing are your soldiers to fight? Affects desertion rates.
Organization: How organized is your military? Affects military performance.
Experience: How experienced is this army? Affects military performance.

=== SEA MILITARY ===
Leadership: How effective are your top-tier admirals and head of state at managing the navy?
Heavy Ships: How many dreadnoughts and battlecruisers does your navy have? Cost 100 IC to build, 1 IC / turn for upkeep.
Light Ships: How many smaller military vessels does your navy have? Cost 40 IC to build, .5 IC / turn for upkeep.

== Fleet One ==
List of your fleets.
Ships: Which ships belong to this fleet?
Location: Where is this fleet located?
Organization: How well organized is your navy? Affects combat performance.

=== REGIONS ===
== Region One ==
A list of all regions that are outside of your home area. For Britain, this would include Ireland and Scotland. Managing your regions is a crucial part of succeeding at this game.
Administrative Approach: What is the administrative status of the region? An integrated area with the homeland will contribute more to the nation than an ethnic minority region.
Cultural Perception: How do your people see this region, and how is it treated culturally?
Militancy: How opposed are the people of this region to your rule?

=== COLONIAL REGIONS ===
== Colony One ==
A list of all regions that are colonial possessions of your nation.
Administrative Status: Is the colony a dominion, or a nonautonomous dependency? More autonomous colonies will be more stable, although they will also contribute less to your nation.
Cultural Perception: How do your people perceive the inhabitants of this colony? Furthermore, what is your colonial approach?
Military Contribution: How many divisions you have raised from this colony and how many are available. Raising armies from colonies will certainly raise their desire for independence, moreso if they do not perceive a threat to themselves or if you are using them as frontline bait.
Independence Desire: How much do they want to be independent?

=== DEFENSE PLANS ===
What are your plans in the outbreak of war? Inter-turns will exist in case of invasion, but you will only have a maximum of 75 words. If you wish to be able to prepare more, you must write defensive plans ahead of time.

 
No specific category for submarines? First thing that caught my eye.

Edit

Oh, ignore me, I see that it is probably an unlockable unit.
 
Included in calculation for light ships. System for types (credit to Leoven) is that instead of paying for separate "infantry divisions" and "artillery divisions," each will now be in its separate army. For example, you can have First Infantry Corps with 5 Infantry Divisions, and First Artillery Corps with 3 Infantry Divisions, etc.

edit: elite historical sources inform me that all divisions had mostly everything integrated within them. So you'll just have separate armies without differentiating artillery or cavalry.

p.s elite historical sources are "hulk"
 
First draft of the First County Report is done.

That means Britain is the guinea pig. Talked a bit with Eternal today and I'm awaiting his input and response to the Report I wrote. We've also agreed he will write a report and we will compare the two and get to a preferred layout / mode of approach as to report writing.

I still suspect I will be too long winded and etc etc.  :iamamoron:
 
Eternal said:
Included in calculation for light ships. System for types (credit to Leoven) is that instead of paying for separate "infantry divisions" and "artillery divisions," each will now be in its separate army. For example, you can have First Infantry Corps with 5 Infantry Divisions, and First Artillery Corps with 3 Infantry Divisions, etc.

edit: elite historical sources inform me that all divisions had mostly everything integrated within them. So you'll just have separate armies without differentiating artillery or cavalry.

p.s elite historical sources are "hulk"
In 1910 ? I do not think it was standard for a division to be a fully integrated combat force, either because of tactics or budget wise
 
All countries used division by that time, though they were mostly a war-time formation. Peace-time formations were regiments and countries had three types: infantry, cavalry and artillery. These were then classed as either regular or reserve - regular regiments had most of their personnel in uniform at all times, whereas reserve regiments only had cadre of officers and NCOs and would be brought up to strength at mobilisation. No country had anything that we would recognise as a modern, volunteer-based professional army in this time period and all relied on conscription. Only difference was that some, like Germany, had peace-time conscription, while others, like Britain, had war-time conscription.

These regiments would then be grouped together to form divisions, and they in turn would be grouped together to form corps, which in turn would be formed into armies. Usually 3 infantry regiments and an artillery regiment for a rifle division, or 2-3 cavalry regiments and a half of an artillery regiment for a cavalry division. However, this again varied from country to country.

Not sure how detailed Eternal wants his system to be.
 
To clarify a little bit, I talked with eternal briefly after reading his post, as it confused me. I learned that the original plan was to have two types of divisions, essentially "full strength" and "reserve", and then these would be grouped together in the country card and arranged into corps or armies and classified as various things, perhaps an "infantry corps" or "artillery corps".

I told eternal that the division by this point was intended as a largely self-sufficient fighting force, and that the necessary supports were integrated into the division. (artillery support would be of primary importance in the coming war, though other things like recon, engineers and medical support were important as well)
In short, there was no such thing as an "artillery" division, it was just a support brigade within a regular division.
 
That's HoI2/3 talking HULKSMASH :grin: "Support brigade" does not actually exist, it's something that Paradox made up for their games.

Having active and reserve divisions is close enough. Eternal probably doesn't want to get into the nitty-gritty details of training, equipping and forming actual regiments and battalions. It would be too much work for not that much return.
 
Jhessail said:
That's HoI2/3 talking HULKSMASH :grin: "Support brigade" does not actually exist, it's something that Paradox made up for their games.

If 33.Infanterietruppendivision consists of 65. Infanteriebrigade (that consists of Infanterieregiment 26 and 19), 66. Infanteriebrigade (that consists of Infanterieregiment 83, 12 and other units) and 5. Feldartilleriebrigade (that consists of Feldkannonenregiment 13,14 and 15 and Feldhaubitze regiment 5, Schwerehaubitzeregiment 5 and other artillery units), doesn't this effectively make it a support artillery brigade? :lol: Especially since there definitely are Infanterietruppendivisions that do not have any artillery units at all?

 
BenKenobi said:
If 33.Infanterietruppendivision consists of 65. Infanteriebrigade (that consists of Infanterieregiment 26 and 19), 66. Infanteriebrigade (that consists of Infanterieregiment 83, 12 and other units) and 5. Feldartilleriebrigade (that consists of Feldkannonenregiment 13,14 and 15 and Feldhaubitze regiment 5, Schwerehaubitzeregiment 5 and other artillery units), doesn't this effectively make it a support artillery brigade? :lol: Especially since there definitely are Infanterietruppendivisions that do not have any artillery units at all?
I didn't say brigades didn't exist. I said that "support brigade" as a term did not exist. Brigades were used as administrative units, usually to combine two regiments of the same type together, so that the two regiments didn't need to duplicate their supply- or personnel-offices. They didn't (usually) consists of any additional units and they didn't act as operational units - that was for the regiments themselves.

Support brigade, ie a brigade-size formation that housed all different supporting arms, did not exist in WW1 or even WW2. Most modern supporting arms weren't even a thing during that time. Some cavalry regiments were split up and their companies were assigned to infantry divisions to act as their "recon" company. Similarly, a cavalry division of 2 regiments would act as the recon element of an army corps. Combat engineers/pioneers were not really a thing either, and military engineers were not necessarily attached to divisions at all - rather working at corps/army level. So you only had the artillery regiments or battalions attached to infantry divisions as "support" and that's it.

 
I didn't mean that there was literally things called 'support brigades' or anything like that, only that divisions would have a brigade (or smaller units, obviously I'm generalizing and things varied based on when exactly you're talking about as well as each individual nation) of artillery attached in order to 'support' the infantry.
My main point being that artillery largely existed below the divisional level, and it's therefore silly to make separate divisions for it.

For example, a German infantry division in 1914 had two infantry brigades, an artillery brigade, and a cavalry regiment. (see below)

germdiv1914.jpg

source: http://www.worldwar1.com/sfgermreorg.htm
 
And that was only true for the first wave of divisions. Landswehr and reserve divisions had only one artillery regiment (if even that) and often lacked the cavalry regiment.

But yeah, no-one was contesting that. Just nitpicking terminology, since I'm anal and pedantic like that.
 
Okay, so I updated the country card explanations. The major additions include rebalancing of IC, and replacing "Infantry Divisions" with "Active Divisions." I have also split "Irregular Divisions" into "Irregular Divisions" and "Reserve Divisions." HULK told me there was a significant difference between the kinds of divisions the Italians or Bulgarians would field vs. the Germans, and that it was worth differentiating between reserves and irregulars.

I'm still on track for a Sunday release with the cards.
 
Written 4 Report (3 new ones) and will continue to do 2 more today.

Eternal and me discussed briefly today and agreed to both write half of the remaining Reports so a Global can be produced in accordance to the scheduled timeline.

That said, I'd also like to suggest that those of you that want to add me on steam for future discussion / questions in relation to this BoP feel free to do so.
Leoven11
 
5 reports done, 1 was already done. That makes 6 on my part.  Daily quota met. Look out for Eternal and a potential early Global.  :!:
 
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