Space: 1889 (OOC & Claims)

How does one go about adding armouries? Because just the minimal starting amount leads to some seriously inefficient militaries.
 
How does one go about adding armouries? Because just the minimal starting amount leads to some seriously inefficient militaries.

State you are building them in your internal events, and then wait three turns to place them in the spreadsheet.

Although as China you have a lot of manpower already... poorly armed and not exactly the best trained... but a lot.
 
China's turn looks pretty good. However I doubt the Empress Dowager Cixi will stay silent for long with all the reforms you are attempting.

Also China wouldn't have that many Steam Walkers, heck unless they bought some from a European nation or Japan they probably wouldn't have any.
 
Well the point of the self-strengthening movement is to buy weapons from foreign producers and try to copy them , so in this alternate timeline I said why not?, I will reduce the number to 100-50 if that's fine
 
Well the point of the self-strengthening movement is to buy weapons from foreign producers and try to copy them , so in this alternate timeline I said why not?, I will reduce the number to 100-50 if that's fine

The Chinese started buying European weapons in mass in what? The 1860s?

The Steam Walkers are fairly new, only developed in the last decade or so, I would drop the number to anywhere from 50 to 80 to be realistic. These would have been bought from the Germans, and China would be reliant on them for any future one bought and replacement parts.
 
Understood , I will buy from the Germans and be dependent on them until I modernize(If I ever modernize)
 
Understood , I will buy from the Germans and be dependent on them until I modernize(If I ever modernize)

If you keep at it you will modernize eventually. It'll take a long while however thanks to the culture of the current Qing government. It doesn't help there is no standardization among the Chinese military, you basically have a small European style army working alongside tons of provincial Bannermen armies, each a separate force unto itself. I mean some of them are still using swords and crossbows, while others have matchlocks and 1600s style cannon.
 
Would it be good to create starting proportions of armories/complexes/etc... for various countries? i.e. most countries get the starting amount you stated in the mod thread, but unusually good forces (like the German army or Royal Navy) multiply that number by some value above 1, and bad ones (like the Qing army) by a value below 1. That way Military Efficiency will be meaningful at the start.

While we're pointing out errors, Naval Personnel is far too low - largely because it doesn't count anything in Column I.
 
Yeah naval personnel only takes into account airships and such , the idea of Dessard for military efficiency sounds good too , but it would require updates every while since most armies are going to try to get better and better
 
Something came to mind just know , maybe we could have levels of military that require X amount of money to maintain and that increases by the size of the army , with a few stats to balance Qing army from UK army..
 
Military effiecency is based on your mobilization, supporting infrastructure, and size of your army. Its more of a guideline then a hard and fast rule.
 
Yeah naval personnel only takes into account airships and such , the idea of Dessard for military efficiency sounds good too , but it would require updates every while since most armies are going to try to get better and better
Something came to mind just know , maybe we could have levels of military that require X amount of money to maintain and that increases by the size of the army , with a few stats to balance Qing army from UK army..
It's not currently that your efficiency suffers if you have too few support assets for your troop numbers - efficiency is currently calculated as essentially an average of army personnel/army suppport and fleet personnel/fleet support. Therefore increasing armories etc will continuously raise effectiveness, and I think it represents decently the capital side of military investment.

For the human side of things, why not make corruption affect military effectiveness as well?

Military effiecency is based on your mobilization, supporting infrastructure, and size of your army. Its more of a guideline then a hard and fast rule.
At this point the cell for mobilization (B5) is not at all referenced in the efficiency cell.
 
Out of curiosity, has the Berlin conference taken place in this TL?
 
@HellHound01, how many Steam Walkers should I have?

Edit: I need help with my armory, land complex and shipyard numbers. Even with only five each, I am very nearly outspending my income from the turn. Help with my navy is also appreciated, as i am stuck there as well.

Sweden-Norway Sheet
 
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I've posted how much each one supports. If you want to run a positive income you might want to cut back military spending. I'd also point out that running a deficit isn't technically a bad thing. You can always take out loans. I'll take a closer look at your situation when I get home from work.
 
I'll take the Ottomans

How long is the transit time from earth to mars/Venus?

The spreadsheet is much improved over the last version.

It might be better to entirely eliminate the "cavalry" and "artillery" categories for army, as by this time cavalry was on its way out, and the sheer number of artillery personnel is a bit abstract. I would make infantry slightly more expensive to compensate for removing cavalry, and then do one of two things with the artillery. 1, do it by number of guns, because that's what matters rather than crew, or two, just have a number for "artillery support". Ethiopia, for example, would have a very low artillery support number, while Germany would have a very high number. This number could modify the general price of infantry, and it would show how well-supported an army is.

Also, I think each type of ship should be "weighted" for how much shipyard capacity it takes up. Right now, 20 gunboats costs the same to maintain as 20 ironclads, and the same goes for ether shipyards. I would change that to something like:

Ironclad Battleship/Ether Battleship/Ether Carrier: 5 shipyard capacity
Ironclad Cruiser/Ether Cruiser: 3.5 shipyard capacity
Destroyer/Ether Frigate: 2 shipyard capacity
gunboat/ether gunboat: 1 shipyard capacity
 
Sorry for my lack of posts yesterday, I had a Star Wars Game to go to and by the time I got back I was thoroughly wiped out.
 
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