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Ward
May 13th, 2007, 10:07 PM
Rules

You receive 1,000 people for evey post you have . (Post count is what you had the day you posted your country.)
You receive 1,000,000 Glenish Ecuadorian Dollars (GEDs) for every post you have, or 1,000 GEDs per person in your nation. (Same as above.)
For every 133 posts you have you receive roughly 1 hex of land.
You start by getting Economic Points (EPs) equal to 5x your post count to build your nation.
When you spend the EPs on your GNP, you must spend at least your post count in this to keep your nation GNP at it's starting level. This covers such items as roads, houses, electric power, stores, railroads, hospitals, bus lines, and other things you have to have for a city or town.
Food - you need to spend EPs at least one-half of your initial post count to feed your people a balanced diet without having to import food.
Industry points - you need to spend EPs at least one-half of your post count to give your people what they need to live a nice middle class life without having to import the items.
Mining points - you need at least the same numbers as you do industry points to run your industry without imports. This is oil and other items to make items in your industry.
Research points you need 200 points to to keep your tech up to date.
Maximum tech level at the start is 1930.

Ward
May 13th, 2007, 10:08 PM
Cost of things:
You receive 5 economic points (EPs) for every post you have.

For every 200 men in your army cost 4 EPs
For every 1 Arty piece cost 10 EPs
For every tank in your army cost 20 EPs
To mech. your inf. it cost 10 EPs for every 200 men
For each 200 men in national Police force cost 1 EP
For every 200 men in a national army that is mostly reserve, costs 2 EPs

Aircraft
1 Engine aircraft cost 10 EPs each
2 Engine aircraft cost 15 EPs each
3 Engine aircraft cost 25 EPs each
4 Engine aircraft cost 35 EPs each .
Airships cost as 1 size small then aircraft of the same number of engines

Navy ships
small ship like a MTB cost 5 EPs each
A TB (small DD) under 1,000 tons cost 15 EPs each
a DD cost 25 EPs each
a Sub cost 25 EPs each
a CL under 6,000 tons cost 200 EPs each
A CL over 6,000 tons cost 400 EPs each
A CA over 6,000 tons cost 500 EPs each
a Pre Dreadnout cost 1,200 EPs each
A pocket Battle ship Cost 1,250 EPs each
a 1908-1913 BB or BC cost 1700 EPs each
A 1914-1918 BB or BC cost 2,000 EPs each
A 1919 or later BB or BC cost 2,250 EPs each
A CV costs you 1,000 EPs just to lay it down and cost 30 EPs more for each aircraft it will carry .


Non military Items
Merchant ships cost 20 EPs each and carries up to 5 points of items and makes you 100 Glen for each point it is carring. Sailing ships cost 10 EPs and carry 3 points and make you 100 Glens for each point carried .
A tanker costs 25 EPs each and carries 4 mining points each
A liner like the Queen Mary cost 400 EPs each can carry up to 10 research points each . Or they can carry people around the world and they can make 600 Glens a month each.

Economics
You must assign 1 EP for every post you have to keep your GNP at its normal rate of 10,000 Glens each. For every 1 EP you do not put into this you lose 10,000 Glens and for every 1 EP over your starting post count you receive 10,000 Glens.

Cost of other items:
Farming costs 0.5 EP each to feed your country. So if you have 52 post and 52,000 people to feed them you would need 26 EPs in Farming.
Mining to run your economy costs 0.5 EPs each you must spend to get a point to run your economy.
Industry would cost 1 EP each for point of industry. You need 1 mining point for each industy point you have. Each industry builds 2 points each mo.
Research costs 1 EP each.


Research points for every 20 points you receive 1 point a month towards moving your tech up a month and you need 10 points each month to move your tech up.


Mining = Iron and other ores and oil . once the game starts your extra you can call what ever you want and sell to the world .

Your GNP cost includes service people , railroads , clean water supplies , electricity and that type of items and schools and housing for your people at start.

Research covers in higher education and research centers you need to have to make breakthroughs in new products .

When you buy a navy or merchant ship you get the port they are station out of and a ship yard of that size to build a ship . So if my largest ship is a CL under 6,000 tons I could build up to 5,999 tons of ship in that yard and nothing larger .and know how to build that size of ship . Now to buy a large ship then you can build its cost will be 75% of starting cost for you are adding the area to handle that ship but you can not build the ship yard to build that new size of ship.

Remember when you buy your items at the start it includes all the infrastructure to support the item you just bought.

This is a starting point for your nation and how it will look on day one.

After the game starts we will have building times for ships tanks , aircraft and other items as well as cost for items .

Glen
May 13th, 2007, 10:40 PM
Work done to make more clear the rules.

Ward
May 14th, 2007, 07:12 AM
Work done to make more clear the rules.

Thank you Glen .

Ward
May 15th, 2007, 06:20 PM
here is a 1st draft for the building for the game
Cost and times for iteams after the Game starts

Farming Cost to raise a new farming /Fishing fleet point will cost you one industral Point and 50,000 Glens this will take you 6 mo.’s to build . Each Point of Farming/Fishing will feed 1,000 people .

Mining points will cost one industral point and 50,000 Glens and will take 6 mo’s to Build .

Industral points will cost 2 industral points and 100,000 Glens and will take 6 mo’s to build.


Mercant ships and millitary iteams .
Starting Air bases can hold 100 aircraft each .
Each port can hold and service 3 times as many ships of the types you started with .

Army base can hold 600 more men then there starting 200 men you bought .

Tank and Arty Gun bases can hold and train 3 more of each type you have .

Cost of all types of army units per 200 men is 0.5 industral points and 50,000 GEDs . They take 6 mo’s to train . Yes res , and active units cost the same this cost is for the new weapons and training .
Arty Guns cost 50,000 GEDs and 0.5 industral points to build .
Tanks cost 100,000 GEDs and 0.5 industral points to build
to mech . 200 men will cost 100,000 GlEDs and 1 industral point . Armored cars cost 25,000 glens and 0.25 industral points to build .

Aircraft cost 100,000 Glens for every one engine aircraft and 0.25 industral point . They take 6 mo’s to build and train the crews.
Aircraft cost 125,000 GlEDs for every two engine aircraft and cost0.33 industral points each .
three Engine Aircraft cost 150,000 for every 3 eng aircraft and cost 0.5 industral points .
four Engine aircraft cost 200,000 GED and cost 0.75 industral points to build.

Navy units

MTB cost 100,000 GED to build and take 0.25 industral points to build and 4 mo of time .

TB cost 1,000,000 GEd and take 1 industral points and take 12 mo to build .

DD Cost 2,000,000 GED and take 1 industral point and takes 18 mo’s to build.

CL’s under 6,000 tons take 3 industarl points and cost 5,000,000 GED and 26 mos to build

CL’s over 6,000 tons take 5 industral points and cost 9,000,000 GED’s and 30 mo’s to build.

CA’s take 8 industal points and 13,000,000 GED and takes 36 mo.’s

Pocket Battle ships cost 9 industral points and 15,000,000 GED and 36 mo.’s .

Modren BC with Guns under 13.5 in cost 40,000,000 GED and 48 industal points takes 48 mo’s

Modren BB with guns over 13.5 in Guns and 50,000,000 GEDs and 60 industral points and take 50 mo to build .

Carriers cost a base of 13,000,000 GlEDs , 8 industral points each aircraft that it can carry cost 500,000 and 0.25 industral points
they take 24 mos to build and 1 mo for every 2 aircraft that it can carry .

cost to keep a unit up to strength every active 200 men cost 20,000 GED a mo .
Res 200 men cost ,5,000 GEDs
Tanks and Armd Cars cost 10,000 GED a mo each rember they come with crews and 90 men in support .
Arty cost 6,000 each they come with crews and support people .

Aircraft cost 10,000 each this pays for the Fuel , airports up keep and support troops .

MTB cost 1,000 each mo each
TB’Small DD cost 15,000 each mo
DD cost 25,000 each every mo
CL cost 40,000 each mo
CA cost 50,000 each mo
Pre Dreadnouts cost 120,000 each mo
pocket battle ships cost 55,000 each mo
1908-1913 BB cost 170,000 each mo
1914-1918 BB cost 200,000 each mo
1919-1930 BB cost 2,250 each mo
CV cost 100,000 base cost and add 10,000 per aircraft they carry each mo
Subs cost 20,000 each mo .
Ship cost incread the cost of crew and fuel / food and ammo they use each mo and up keep.
Yes navies are expensive to keep

Leej
May 15th, 2007, 08:02 PM
So ship prices only apply for the first time you build that kind of ship?

and

Economics
You must assign 1 EP for every post you have to keep your GNP at its normal rate of 10,000 Glens each. For every 1 EP you do not put into this you lose 10,000 Glens and for every 1 EP over your starting post count you receive 10,000 Glens.

Is there a mistake here? I don't understand it
It seems to here that you would spend 300 to get 10,000 but then if you spend 301 you get 20,000? (300 being whatever it is you need)

Ward
May 15th, 2007, 09:29 PM
So ship prices only apply for the first time you build that kind of ship?

and


Is there a mistake here? I don't understand it
It seems to here that you would spend 300 to get 10,000 but then if you spend 301 you get 20,000? (300 being whatever it is you need)

I mist a few Glens then of them as GED

Jared
May 20th, 2007, 01:12 AM
here is a 1st draft for the building for the game
Cost and times for iteams after the Game starts

Farming Cost to raise a new farming /Fishing fleet point will cost you one industral Point and 50,000 Glens this will take you 6 mo.’s to build . Each Point of Farming/Fishing will feed 1,000 people .

Mining points will cost one industral point and 50,000 Glens and will take 6 mo’s to Build .

Industral points will cost 2 industral points and 100,000 Glens and will take 6 mo’s to build.

Sorry, maybe I'm being a bit thick here, but just checking that I understand things right.

At the moment, everyone has to allocate a certain amount of industry at the start of the game (half of their post count) to maintain their lifestyle. Is this industry available for use in military construction once the game starts (I believe it generates 2 industry points per month)? Is it only the excess above your mandatory amount (0.5 x post count) which generates surpluses which you can use? (Same for food points and mining points?)

Is a Glen the same as a GED?

Also, do we have an annual budget or a monthly budget? It seems like there's an allocation each way.

Ward
May 20th, 2007, 08:01 AM
Sorry, maybe I'm being a bit thick here, but just checking that I understand things right.

At the moment, everyone has to allocate a certain amount of industry at the start of the game (half of their post count) to maintain their lifestyle. Is this industry available for use in military construction once the game starts (I believe it generates 2 industry points per month)? Is it only the excess above your mandatory amount (0.5 x post count) which generates surpluses which you can use? (Same for food points and mining points?)

Is a Glen the same as a GED? Yes it is but think of all Glens as a GED now .

Also, do we have an annual budget or a monthly budget? It seems like there's an allocation each way.

Every nation may Build with 4% of there total GNP and industral points they need to run there economy as there National Budged you can spend .
Now if you have extral industal points left over you may spend them any way you want .

so lats say you haver a nation with 100 post count and produse 100 ind points a mo you may spend 4 industral points on new mine's , Farms , industry or military , And his GNP is 100,000,000 he can spend 4,000,000 GEDs a mounth on his military of new builds .

Ward
May 20th, 2007, 08:05 AM
here is a 1st draft for the building for the game
Cost and times for iteams after the Game starts

Farming Cost to raise a new farming /Fishing fleet point will cost you one industral Point and 50,000 GED's this will take you 6 mo.’s to build . Each Point of Farming/Fishing will feed 1,000 people .

Mining points will cost one industral point and 50,000 GlED's and will take 6 mo’s to Build .

Industral points will cost 2 industral points and 100,000 GED's and will take 6 mo’s to build.


Mercant ships and millitary iteams .
Starting Air bases can hold 100 aircraft each .
Each port can hold and service 3 times as many ships of the types you started with .

Army base can hold 600 more men then there starting 200 men you bought .

Tank and Arty Gun bases can hold and train 3 more of each type you have .

Cost of all types of army units per 200 men is 0.5 industral points and 50,000 GEDs . They take 6 mo’s to train . Yes res , and active units cost the same this cost is for the new weapons and training .
Arty Guns cost 50,000 GEDs and 0.5 industral points to build .
Tanks cost 100,000 GEDs and 0.5 industral points to build
to mech . 200 men will cost 100,000 GlEDs and 1 industral point . Armored cars cost 25,000 glens and 0.25 industral points to build .

Aircraft cost 100,000 Glens for every one engine aircraft and 0.25 industral point . They take 6 mo’s to build and train the crews.
Aircraft cost 125,000 GlEDs for every two engine aircraft and cost0.33 industral points each .
three Engine Aircraft cost 150,000 for every 3 eng aircraft and cost 0.5 industral points .
four Engine aircraft cost 200,000 GED and cost 0.75 industral points to build.

Navy units

MTB cost 100,000 GED to build and take 0.25 industral points to build and 4 mo of time .

TB cost 1,000,000 GEd and take 1 industral points and take 12 mo to build .

DD Cost 2,000,000 GED and take 1 industral point and takes 18 mo’s to build.

CL’s under 6,000 tons take 3 industarl points and cost 5,000,000 GED and 26 mos to build

CL’s over 6,000 tons take 5 industral points and cost 9,000,000 GED’s and 30 mo’s to build.

CA’s take 8 industal points and 13,000,000 GED and takes 36 mo.’s

Pocket Battle ships cost 9 industral points and 15,000,000 GED and 36 mo.’s .

Modren BC with Guns under 13.5 in cost 40,000,000 GED and 48 industal points takes 48 mo’s

Modren BB with guns over 13.5 in Guns and 50,000,000 GEDs and 60 industral points and take 50 mo to build .

Carriers cost a base of 13,000,000 GlEDs , 8 industral points each aircraft that it can carry cost 500,000 and 0.25 industral points
they take 24 mos to build and 1 mo for every 2 aircraft that it can carry .

cost to keep a unit up to strength every active 200 men cost 20,000 GED a mo .
Res 200 men cost ,5,000 GEDs
Tanks and Armd Cars cost 10,000 GED a mo each rember they come with crews and 90 men in support .
Arty cost 6,000 each they come with crews and support people .

Aircraft cost 10,000 each this pays for the Fuel , airports up keep and support troops .

MTB cost 1,000 each mo each
TB’Small DD cost 15,000 each mo
DD cost 25,000 each every mo
CL cost 40,000 each mo
CA cost 50,000 each mo
Pre Dreadnouts cost 120,000 each mo
pocket battle ships cost 55,000 each mo
1908-1913 BB cost 170,000 each mo
1914-1918 BB cost 200,000 each mo
1919-1930 BB cost 225,000 each mo
CV cost 100,000 base cost and add 10,000 per aircraft they carry each mo
Subs cost 20,000 each mo .
Ship cost incread the cost of crew and fuel / food and ammo they use each mo and up keep.
Yes navies are expensive to keep

Subs cost 1 Million GEDS each and 1 Industral point .

if you go over you 3 X the number of ships of that type you started with each port /Docking space cost you 3 x the cost of the ship type and 3 x the cost in industral points per new ship of that type , You may cut this price down to 2 x the cost of ship and industral points if you are not going to build the new ship yards space .

Jared
May 20th, 2007, 11:50 AM
Every nation may Build with 4% of there total GNP and industral points they need to run there economy as there National Budged you can spend .
Now if you have extral industal points left over you may spend them any way you want .

so lats say you haver a nation with 100 post count and produse 100 ind points a mo you may spend 4 industral points on new mine's , Farms , industry or military , And his GNP is 100,000,000 he can spend 4,000,000 GEDs a mounth on his military of new builds .

Ah, thanks for clearing that up. Just a couple of other questions.

One is about the surpluses from when you start that game. Say for a 500 post count nation (for argument's) sake, where the player has put an extra 25EPs into industry when the game starts. Now, as I read the rules above, that said that those 25 EPs got turned into 50 industrial points per month. Does that mean that by putting extra industry into the start, that I'll keep on receiving those extra industrial points each and every month. Or is just a one-off bonus which can be used either to produce new ships/planes/etc, or sell the surpluses to other players for cash as per the rates mentioned upthread.

The other question is about what happens when an economy is improved. Do all these extra farming/mining points bought above add to long-term GNP, or is just that they can be sold for cash to other nations each month? If not, then I presume that the only way to improve your overall GNP is by getting extra people - immigration, refugees, breeding, etc - and that will add to your long-term GDP, right?

Psychomeltdown
May 20th, 2007, 01:10 PM
How much would be the Base Industrial points needed to keep your nation at it's current needs? Or did i miss that somewhere? :confused:

Ward
May 20th, 2007, 01:46 PM
How much would be the Base Industrial points needed to keep your nation at it's current needs? Or did i miss that somewhere? :confused:

if your post count is 100 you would need 50 industral which then would produce 100 industral points a mo. and you can use 4 to build with for new iteams . now some nations out there are war mongols and they can get away with 12 % of your production but for every 4% of you industral points taken from consumer goods you have 0.1 % of your pop up in arms agaist you . to stop them from makeing a mess of your nation you must have the same no. of secret police as people revolting against you . if you don't have the same no of secret police working against them the left over number of the people is divieded by 2 and thats the amount of the people in the hills against you . After 12 % of your GNP that is taxed add another 0.1 % of your pop to the revulution .so at 13% tax rate 0.3 % of your pop is thinking of ways of over throwing your goverment . when you get to 1% of you pop in revolt you have 50% of those people in the hills attacking you .

Ward
May 20th, 2007, 02:23 PM
ship yards rules

you recived a slip in your ship yard to build that many of that type of ship you have in your at start navy .
Example
lets say nation X started with 10 MTB's , 5 TB's ,2x subs ,2 DD's and 1 CA
he then could dock in his ports 30 MRB's , 15 TB's , 6 subs , 6 DD's and 3 CA's .
now lets say he desides he wants to have 50 TB's he has port facilities for 15 TB's ,6 DD's a 3 CA's he could dock 4 of the TB's in the DD facilities and 2 in the CA forcilites . for a total of 21 TB's able to dock with out building new ones . He still needs port facilities for 29 TB's . He can build these port facilities with ship yards at 3 x times the cost and get 10 more slips to build TB's or he could build these port facilities at 2 x cost and not get the ship yards or slips .

He could of laid down in his ship yard at one time 8 of these TB's in his slips
you can always use larger docks and ship yards slips to build smaller ships .

Grey Wolf
May 21st, 2007, 11:02 AM
What are the rules for 'ticking over' ? Can it be assumed that if you miss deadlines to post what you're doing that your nation is simply spending the money on what it has, feeding itself, doing the mining, running industry and keeping infantry and what-have-you paid, supplied and up-to-date ? As far as I could gather points-wise, at least 2/3 of an annual budget would be spent doing this anyway ? If the other part of the budget would usually be spent in expansion, can it just be assumed to be rolled over and be available for when a player does have the time to dedicate to expenditure ?

Best Regards
Grey Wolf

Grey Wolf
May 21st, 2007, 11:05 AM
I was thinking about this wth regard to the unclaimed zones, as far as I can see in order to be able to project enough force for colonisation of these a small town in your borderland needs to be upgraded to a major town with improved infrastructure. Then small garrison towns need to be built in the unorganised territory as the next step. In time, these will need to be upgraded to larger towns with improved infrastructure, so to my mind this raises two questions of expenditure :-

-1- How much to upgrade a small town to a larger town with infrastructure of a suitable size ?

-2- How much to build from scratch a garrison town ?

Best Regards
Grey Wolf

TimKeck84
May 23rd, 2007, 04:49 AM
I don't understand the research bit. are we all starting out at 1930 or is there a math equation to alter the starting tech. I've done my math and i have less than 200 per month, can i simply out part of that and i will simply progress slower? or will I backslide? If the answer is backslide...then this might have to be revised as several (mostly newer members like me) will be in a bit of trouble.

EDIT

I forgot to ask how do the rules handle population increase, does it increase along with how many posts you have, or is there a system and how does this work with the economic rules.

SionEwig
May 23rd, 2007, 04:59 AM
I don't understand the research bit. are we all starting out at 1930 or is there a math equation to alter the starting tech. I've done my math and i have less than 200 per month, can i simply out part of that and i will simply progress slower? or will I backslide? If the answer is backslide...then this might have to be revised as several (mostly newer members like me) will be in a bit of trouble.

EDIT

I forgot to ask how do the rules handle population increase, does it increase along with how many posts you have, or is there a system and how does this work with the economic rules.

As to the starting tech, my understanding is that it is nothing later than 1930 (except for medical which is 2007 with a few differences) no matter how many or few posts you have. I don't think that there would be any objection or problem if someone wanted to have lower tech though, but that's just my opinion.

As to how the research stuff progresses your tech, I have no idea or understanding. The same for growth of population. And while I still don't completely get the industrial stuff and backsliding or maintaining the status, I thought that pretty much all could at least maintain the 1930 level since that stuff is mostly based on percentages, but I could easily be wrong.

Ward
May 23rd, 2007, 07:16 AM
As to the starting tech, my understanding is that it is nothing later than 1930 (except for medical which is 2007 with a few differences) no matter how many or few posts you have. I don't think that there would be any objection or problem if someone wanted to have lower tech though, but that's just my opinion.

As to how the research stuff progresses your tech, I have no idea or understanding. The same for growth of population. And while I still don't completely get the industrial stuff and backsliding or maintaining the status, I thought that pretty much all could at least maintain the 1930 level since that stuff is mostly based on percentages, but I could easily be wrong.

Ok you can not go back to any lower then 1/1/1930 tec
And I set Research points at 200 so that most of the smaller nations could keep up with the larger nations on Tec . I wanted to give new people an low posted people 100 free post at the start but Glen Said no .
Yhe is one small nation that is going to get 2 mo's of tec every mo . He wanted to be a nation of Researchers and colleges and he is .

Ward
May 23rd, 2007, 07:18 AM
I don't understand the research bit. are we all starting out at 1930 or is there a math equation to alter the starting tech. I've done my math and i have less than 200 per month, can i simply out part of that and i will simply progress slower? or will I backslide? If the answer is backslide...then this might have to be revised as several (mostly newer members like me) will be in a bit of trouble.

EDIT

I forgot to ask how do the rules handle population increase, does it increase along with how many posts you have, or is there a system and how does this work with the economic rules.

TimKeck84 do not post you country until you have a hundred post count
I do not want you left in the Dust in this game .

TimKeck84
May 23rd, 2007, 07:22 AM
Thanks Ward,

It is nice to know that I'm not the only one worried about some of us smaller guys (myself included) getting left behind. If you would allow me, I rescind any details on my nation with the exception of it's name,location & flag until I have reached a post count of 100. At such time I will revise all details regarding my nation and bring them up-to-date.

Once again. Thanks Ward.

SionEwig
May 23rd, 2007, 03:35 PM
Ok you can not go back to any lower then 1/1/1930 tec

Excuse me, but if I want lower tech level, why should I not be able to take it. That is a very poor choice and one not in keeping with the guidelines you have put in place for naval building where you clearly allow people to have lower tech.


And I set Research points at 200 so that most of the smaller nations could keep up with the larger nations on Tec . I wanted to give new people an low posted people 100 free post at the start but Glen Said no .
Yhe is one small nation that is going to get 2 mo's of tec every mo . He wanted to be a nation of Researchers and colleges and he is .

Ward
May 23rd, 2007, 06:47 PM
Excuse me, but if I want lower tech level, why should I not be able to take it. That is a very poor choice and one not in keeping with the guidelines you have put in place for naval building where you clearly allow people to have lower tech.

The lower tec for war ships was set up to remind people that smaller nations use to keep ships in there fleet longer the major powers did .
and if you want to have a lower tec go ahead but why would you want that.



as it is it cost you enough of your starting points to build the research centers .

Also rember that by 1930 most farmers still worked there fields by horses and horse's still move a lot of iteams by wagons .

Psychomeltdown
May 26th, 2007, 05:27 AM
I think I'm going to have to redo all my point systems again. :(

didn't factor in a lot of the economic stuff.

Aozhouhuaren
May 26th, 2007, 08:15 AM
I agree with Psycho here, there must be more systems devised and available, then we vote on which one works best, if Wards is shosen in the end, then so be it.

I appreciate the complexity of the economic system so far and all of Wards hard work, but its really not that realistic, everyone is boxed in by the same prices and points, also no-one can really diversify their economies, because all the same things have to focused upon as well only a few people will play the game as regularly as daily, so it might be hard to keep track of things.

Ward
May 26th, 2007, 04:01 PM
I agree with Psycho here, there must be more systems devised and available, then we vote on which one works best, if Wards is shosen in the end, then so be it.

I appreciate the complexity of the economic system so far and all of Wards hard work, but its really not that realistic, everyone is boxed in by the same prices and points, also no-one can really diversify their economies, because all the same things have to focused upon as well only a few people will play the game as regularly as daily, so it might be hard to keep track of things.

If you don't like it please come up with a diffrent system for us . I did not want to build the econmic system but no one else was willing to . So let's see what you come up with .

Psychomeltdown
May 26th, 2007, 04:41 PM
If you don't like it please come up with a diffrent system for us . I did not want to build the econmic system but no one else was willing to . So let's see what you come up with .

I'm not saying we should change it I'm just saying I never really understood the whole industrial and mining aspect of the game.


But Now I think i know.

Therefore if I'm gonna keep my nation self sufficient and no need to import anything, it'll be like:

13150 total points


GDP: 2630
Food: 1315
Industry: 1315
Mining: 660
Research: 200


correct? Then the rest can be used to shore up my military and merchant fleets?

birdy
May 28th, 2007, 09:50 PM
Cost of other items:
Farming costs 0.5 EP each to feed your country. So if you have 52 post and 52,000 people to feed them you would need 26 EPs in Farming.
Mining to run your economy costs 0.5 EPs each you must spend to get a point to run your economy.
Industry would cost 1 EP each for point of industry. You need 1 mining point for each industy point you have. Each industry builds 2 points each mo.
Research costs 1 EP each.









when you say each do you mean each industry or factory?, ie coal mining costs 0.5 Ep's per mine or the whole thing.

or is it something else entirely?

Aozhouhuaren
May 28th, 2007, 09:58 PM
when you say each do you mean each industry or factory?, ie coal mining costs 0.5 Ep's per mine or the whole thing.

or is it something else entirely?

0.5 points per post, so if you have 100000 people, which means 100 posts, you need to allocate 50 points to mining to keep you country running, then you can allocate extra, if you want to make some money.

Ward
May 28th, 2007, 10:29 PM
0.5 points per post, so if you have 100000 people, which means 100 posts, you need to allocate 50 points to mining to keep you country running, then you can allocate extra, if you want to make some money.

Think of miming points as all types of iteams you need to build things running from wood to iron oar and oil .

birdy
May 28th, 2007, 11:18 PM
thanks.

so one million six hundred and seventyfour thousand people will mean 530 odd points to mining and other stuff each i think.

Locke
May 31st, 2007, 01:06 AM
What about time? As in history, not game progression.
For example, say that your writing your nations history. Well, instead of saying "80 years ago" or something like we are now, why don't we just say instead (since we are starting at 1930) 1850? Or if it were 90 years ago, we would say 1840.

Glen
May 31st, 2007, 02:26 AM
You can make up whatever you'd like. The people of Glenish Ecuador are fully cognizant that their entire world, including themselves, came into existence in the year 2007 as part of the whim of ASBdom and a bunch of online alternate historians.

They fear for the future....:rolleyes:

Ward
May 31st, 2007, 06:23 PM
You can make up whatever you'd like. The people of Glenish Ecuador are fully cognizant that their entire world, including themselves, came into existence in the year 2007 as part of the whim of ASBdom and a bunch of online alternate historians.

They fear for the future....:rolleyes:

Your People are affaid what do you think my nations people think . They are in a nation created by a dirty old man .:eek:

TimKeck84
May 31st, 2007, 07:39 PM
My nation is ruled by me..........and my people are kind of like me........everyone would be frightened but there's only 100,000 of us.

Locke
June 3rd, 2007, 06:05 AM
So have we decided on the timescale yet? What is it?

Locke
June 5th, 2007, 04:23 AM
Just some questions:

Rules


You receive 1,000 people for evey post you have . (Post count is what you had the day you posted your country.)

You receive 1,000,000 Glenish Ecuadorian Dollars (GEDs) for every post you have, or 1,000 GEDs per person in your nation. (Same as above.)
For every 133 posts you have you receive roughly 1 hex of land.
You start by getting Economic Points (EPs) equal to 5x your post count to build your nation.
When you spend the EPs on your GNP, you must spend at least your post count in this to keep your nation GNP at it's starting level. This covers such items as roads, houses, electric power, stores, railroads, hospitals, bus lines, and other things you have to have for a city or town.
Food - you need to spend EPs at least one-half of your initial post count to feed your people a balanced diet without having to import food.
Industry points - you need to spend EPs at least one-half of your post count to give your people what they need to live a nice middle class life without having to import the items.
Mining points - you need at least the same numbers as you do industry points to run your industry without imports. This is oil and other items to make items in your industry.
Research points you need 200 points to to keep your tech up to date.
Maximum tech level at the start is 1930.

What could we do with GED's?

You say we must spend half of our EP's on our GNP, half of our EP's on food, and another half on Industry. How can we have three halves?

For mining, how much would importing such items such as oil cost? Should there be a rule on how many oil reserves a nation has?

At what rate must we spend our Ep's on such items as Industry, Food, GNP, and Mining?

Ward
June 5th, 2007, 04:37 AM
Just some questions:


What could we do with GED's?

You say we must spend half of our EP's on our GNP, half of our EP's on food, and another half on Industry. How can we have three halves?

For mining, how much would importing such items such as oil cost? Should there be a rule on how many oil reserves a nation has?

At what rate must we spend our Ep's on such items as Industry, Food, GNP, and Mining?

Well you can Buy diffrent things and pay for your millitary pay and upkeep every mo .

Your EP is your post count x 5 soo if you have 100 post you have 500 EP
To feed your country you need 50 points in food , 100 points for industry iteams ( Think of new colthing , books , cars' and other things your people would buy That have to be made .) you need 50 points in mining to run 100 industral points . check cost for other things

Aozhouhuaren
June 5th, 2007, 04:40 AM
Just some questions:


What could we do with GED's?

You say we must spend half of our EP's on our GNP, half of our EP's on food, and another half on Industry. How can we have three halves?

For mining, how much would importing such items such as oil cost? Should there be a rule on how many oil reserves a nation has?

At what rate must we spend our Ep's on such items as Industry, Food, GNP, and Mining?

No. You've got it a little wrong, you have 5 times your post count in economic points which you spend on economics, and military items, theres a list of prices in a Economics for AH.com Planet Thread. There are also basic rules to the ecnomic system

Here please read it properly, if you need help, just give us a PM , I can type one up for you

Its the 13th post

http://www.alternatehistory.com/discussion/showthread.php?t=62810

Locke
June 5th, 2007, 05:52 PM
Say I have 1500 EPs (300 posts)

That means I would have $300,000,000 GEDs.

“When you spend the EPs on your GNP, you must spend at least your post count in this to keep your nation GNP at its starting level. This covers such items as roads, houses, electric power, stores, railroads, hospitals, bus lines, and other things you have to have for a city or town.”

So I would have to spend 750? EPs to keep my GNP at its starting level-$300,000,000 GED’s. If so, then how many times would I have to spend 750 EPs on my GNP?

“Economics
You most assign 1 point for every post you have to keep your GNP at its normal rate at 10000 Glens each for every 1 point you do not put into this you lose 10,000 Glens and for every 1 point over your starting post count you receive 10,000 Glens.”

So if I put 1 post into my GNP to keep it at a steady rate, then I would not inflate. That’s great, but what can I do with GED’s? And at what rate must I spend 1 point on my GNP? 1 point a (game time) month? Which would equally approximately 2 days real time.

“Cost of other items
Farming cost 0.5 points each to feed your country
So if you have 52 post and 52,000 people to feed them you would need 26 points in Farming
mining to run your economy cost 0.5 points each you most spend to get a point to run your economy .
industry would cost 1 point each for point of industry. you need 1 mining point for each industry point you have. Each industry builds 2 points each mo.
Research cost 1 point each.”

However, in the Rules for AH Planet Thread you say:

Food - you need to spend EPs at least one-half of your initial post count to feed your people a balanced diet without having to import food.
Industry points - you need to spend EPs at least one-half of your post count to give your people what they need to live a nice middle class life without having to import the items.
Mining points - you need at least the same numbers as you do industry points to run your industry without imports. This is oil and other items to make items in your industry. Which is right?

Aozhouhuaren
June 5th, 2007, 06:05 PM
Say I have 1500 EPs (300 posts)

That means I would have $300,000,000 GEDs.

“When you spend the EPs on your GNP, you must spend at least your post count in this to keep your nation GNP at its starting level. This covers such items as roads, houses, electric power, stores, railroads, hospitals, bus lines, and other things you have to have for a city or town.”

So I would have to spend 750? EPs to keep my GNP at its starting level-$300,000,000 GED’s. If so, then how many times would I have to spend 750 EPs on my GNP?

“Economics
You most assign 1 point for every post you have to keep your GNP at its normal rate at 10000 Glens each for every 1 point you do not put into this you lose 10,000 Glens and for every 1 point over your starting post count you receive 10,000 Glens.”

So if I put 1 post into my GNP to keep it at a steady rate, then I would not inflate. That’s great, but what can I do with GED’s? And at what rate must I spend 1 point on my GNP? 1 point a (game time) month? Which would equally approximately 2 days real time.

“Cost of other items
Farming cost 0.5 points each to feed your country
So if you have 52 post and 52,000 people to feed them you would need 26 points in Farming
mining to run your economy cost 0.5 points each you most spend to get a point to run your economy .
industry would cost 1 point each for point of industry. you need 1 mining point for each industry point you have. Each industry builds 2 points each mo.
Research cost 1 point each.”

However, in the Rules for AH Planet Thread you say:

Food - you need to spend EPs at least one-half of your initial post count to feed your people a balanced diet without having to import food.
Industry points - you need to spend EPs at least one-half of your post count to give your people what they need to live a nice middle class life without having to import the items.
Mining points - you need at least the same numbers as you do industry points to run your industry without imports. This is oil and other items to make items in your industry. Which is right?

It has a few kinks which have to be worked out but overall its a nice system, I posted my own economics but people said it was too compex. I think enjoy writing about your nation and its diplomacy until something can be worked out or better yet, write up your own economics.

Heres mine,

http://www.alternatehistory.com/discussion/showthread.php?t=64014

Tell me what you think.

Locke
June 5th, 2007, 09:45 PM
I would rather have all those things like schoools and stuff already provided, like it is now...

Jared
June 9th, 2007, 03:17 AM
Another question about the rules:

At the moment, there's a maximum size for shipping yards and so on. Supposing I want to build a larger shipping yard to construct larger vessels, how much does it cost to do that and how long does it take?

Ward
June 9th, 2007, 03:20 AM
Another question about the rules:

At the moment, there's a maximum size for shipping yards and so on. Supposing I want to build a larger shipping yard to construct larger vessels, how much does it cost to do that and how long does it take?

It would cost the same amount as that type of warship and take 1/2 the time to build that type of years .

Jared
June 9th, 2007, 04:29 AM
It would cost the same amount as that type of warship and take 1/2 the time to build that type of years .

Okay, I think I've got this, but just to make sure:

Say I want to build an aircraft carrier, for which I currently have neither shipyard nor port facilities. Further upthread in the rules, there was a comment that it would take 3x the cost in money and industrial points to build ships above your current limits, which includes shipyards and docking space. Which I presume means that there are two ways of building big ships: a "crash program" which costs 3 times the amount (and is prohibitively expensive for big ships), or building the shipyard as per above, which is a lot cheaper but takes longer to get the ships.

I think that makes sense...