EU War System
WAR SYSTEM v. 4.0
What has changed since v. 3?
RP populations adjusted from 10% to 2% of full NS population.
IC costs changed to reflect new populations.
Enter your full NS population into the spreadsheet and your population modifier is automatically added.
Upkeep for reserve units has been fixed. Putting units in reserve now charges the correct amount.
Conventional Ballistic Missiles must be declared, and cost a nominal upkeep of 0.1 IC per missile. There is no pre-req for having them. Cruise missiles remain free and do not need to be declared, along with other smaller, short range conventional missiles. So now deliverable nukes have no upkeep cost, but deliverable conventionals do? Yeah, there was no other way to do it, so I set the cost very low. Conventionals are far more likely to get used, and this stops players from spamming them.
Special unconventional weapons category added. This is for things like hypersonic ICBMs, tsunami bombs, gay bombs, super EMPs, and the such. The specific weapon type must be declared along with the amount. In order to list something here, it must currently exist in RL or have existed in the past, be deliverable by existing tech, and you must be the producer nation for its RL equivalent. Special unconventional weapons have the same upkeep cost as nuclear missiles. They may have pre-reqs, depending on the specific weapon.
There is now a forum sub category under Warzone where we can post Warlists. Instead of one long thread, I think it's a better idea to have individual threads like with National Information. This will encourage nations to keep their warlists updated and RP changes as they fight wars, use missiles, and take losses.
What has changed since v. 2?
ICs now have a (Full NS Population/1,000,000) step to generate the population component of the formula. The old way of "stripping out the zeros" or "4 places for a billion" confused people. Dividing by 1 million provides consistent figures regardless of whether you have 5 million or 16 billion people.
Once monthly IC updates provide IC counts for every RP nation.
Economic multiplier values have been adjusted.
Defense multipliers are now based on % govt budget spent on defense, not the text in the NS overview. The values have also been adjusted.
A nation that spends nothing on defense now has a 0 times multiplier.
Descriptions for defense multipliers no longer needed. The old ones don't account for when a rich, economically powerful nation spends a ton on defense - it might just have a really small, limited role government.
All purchased units must have a class.
All technologies only need to be purchased once.
Prereqs and names for technologies have been adjusted.
New system for overspending ICs.
Custom classes, units, and weapon systems can not be produced while a nation is overspending.
New loans system for helping to get more ICs and to integrate credit rating agencies with the war system.
Brigade strength increased from 2,500 to 5,000.
Costs of common units dropped; costs of capital and high value units increased.
1% rule implemented for maximum army size.
Unit descriptions updated.
Militia removed as a professional military unit.
Ground-Attack renamed to Fighter-Bomber.
Attack Helicopter added as a military unit.
Strategic bomber made a capital unit, nuclear capability removed for normal bombers. Nuclear prereq added for strategic bombers.
Nuclear prereq added for cruisers.
Clarified that an Amphibious Assault Ship is actually more like a carrier and less like a transport.
Light Aircraft Carrier added as a military unit.
Aircraft Carrier renamed to Standard Aircraft Carrier.
Players must purchase individual strategic biological and chemical warheads in addition to individual nuclear warheads.
New requirements for producer nation status. Requirements must continue to be met at each IC update.
Custom classes, units, and systems now on graduated scale.
New Excel sheets where you can actually tell which is compulsory and which is voluntary. The upkeep is no longer broken.
Industrial Credits (ICs) represent the combined economic and military carrying power of your nation. Having ICs allows you to field a military. ICs do not have a specific monetary value – when you spend one, you are using up part of your nation's total ability to produce and maintain military units.
The formula for determing IC count is:
((Full NS Population/1,000,000) x 3 + 250) x (Economic Multiplier) x (Defence Multiplier)
Economic Multipliers (economic level on NationStates):
Frightening = 2.0
All-Consuming = 1.9
Powerhouse = 1.8
Thriving = 1.7
Very Strong = 1.6
Strong = 1.5
Good = 1.4
Fair = 1.2
Reasonable = 1.0
Developing = 0.8
Weak = 0.6
Struggling = 0.4
Basket case = 0.2
Imploded = 0.1
Defence Multipliers (% of govt. budget spent on defence on NationStates):
91% to 100% = 2.7
74% to 90% = 2.6
56% to 73% = 2.4
43% to 55% = 2.2
32% to 42% = 1.9
24% to 31% = 1.5
16% to 23% = 1.2
11% to 15% = 1.0
6% to 10% = 0.7
1% to 5% = 0.4
0% = 0
Step-by-step guide to determining IC count:
Get your full NS population (example Nation A: 13,114,000,000)
Divide that by 1 million (example 13,114,000,000 / 1,000,000 = 13,114)
Multiply the sum by 3 (example 13,114 x 3 = 39,342)
Add 250 to the sum (example 39,342 + 250 = 39,592)
Multiply the sum by your economic multiplier (example 39,592 x 2.0 NS Frightening Level Economy = 79,184)
Multiply the sum by your defense multiplier (example 79,184 x 1.9 NS 41% Govt Budget Spent on Defense = 150,449.6
If you don't get an even number, round it down no matter what the value is (example 150,449.6 rounds down to 150,449)
Nation A therefore has 150,449 total Industrial Credits.
The above guide represents a very old, established nation. But what about newcomers?
A very new nation will have very few credits. The +250 part of the formula is designed to allow you to afford more to help get you started. A brand new nation with only 5 million people would otherwise have a base population figure of 15. With the +250, you get to start with 265.
Example nation B with 5 million people, a Good economy, spending 20% on defense has 445 ICs. Without the +250, it would only have 25.
A new nation can greatly improve its IC count by raising its economic strength and defense spending. Nation C only has 50 million people, but it has a Thriving economy and spends 32% of its government budget on defense. Nation C thus has 1,292 ICs and can afford a great military relative to its size.
Note that Role Play (RP) populations are different to full NS populations. Although the IC formula is based on the full population, an army derived from 50 million people serves a smaller population in RP. The full population is used to provide more realistic stats.
WARNING: A nation that spends absolutely nothing on defense has a 0 times multiplier and therefore NO industrial credits! If you want a military, you have to spend at least something on defense.
MILITARY EFFECTS AND OTHER RULES
Posting a War List
All nations must post and maintain a War List even if a nation does not intend on fielding a military. If you do not or can not have a military, post a blank War List. Nations that doesn't post a War List are considered to have a blank list by default.
Purchasing Technologies and Units
Sure, all countries have beginning units and technology, but then what? You need not RP the very first time you post a War List. However, all updates from then on must be role played in the appropriate forum section(s).
All units must have a class, whether RL or custom developed. The class need not be declared on the war sheet, but it must be declared whenever a unit is actually used in RP.
Technologies only need to be purchased once. Purchasing more than one of each has no RP effect (but ICs are still deducted).
Quality of a nation's units rises as its economic power rises. Units made in a country with a Frightening economy are of the highest quality. Lower quality units are more likely to malfunction, fail, or break down. They require more frequent maintenance and have shorter service lives. Units made in a Frightening economy will not differ much from those made in an All-Consuming economy, but both will differ substantially from units made in a Fair economy.
You must pay upkeep to maintain your units and technology. Upkeep is 10 Industrial Credits for each active unit you have, and 20 Industrial Credits for each technology. Upkeep is 6 IC for each unit in reserve.
If you have compulsory military service in your nation, upkeep is 8 IC for each active unit, 18 for each technology, and 4 IC for each unit in reserve.
If you have more nuclear, biological, and chemical warheads than you can deliver, then you must pay 1 IC in upkeep on each warhead that goes over your deliverable limit. If your count is under the limit, you don't have to pay any upkeep.
You can choose to buy units as reserves instead of active duty. Reserves cost less in upkeep, but are also of slightly lower quality than active units. Reserves must be activated (RP this) when a player intends to use them. Once called into active duty, a reserve unit costs the full active price in upkeep and must be moved to active in your War List.
Units that can be put in reserve: Motorised Infantry, Mechanised Infantry, Armour, Artillery, Airborne, Fighter, Fighter-Bomber, Transport, Bomber, Patrol Boat, Corvette, Frigate, Destroyer, Cruiser and Transport Ship.
No reserve may exceed 50% (rounded down) of the active amount of that unit. For example, if Nation A has 50 fighter squadrons, it may only carry a reserve of up to 25.
Active units may be put into reserve via the same RP process that calls reserves into active duty. RP the status change and then move the units. If you use the provided Excel sheet, the reduction in upkeep costs will take place automatically.
Industrial credits are the capacity of your nation to carry a military. They are not equivalent to monetary amounts. Thus, if you spend more ICs than you have, you will strain your economy to the point of collapse.
If you are overspending when the regional IC list is updated, you have until the next update to change spending (either boost ICs through NS issues or apply for a loan). If you are unable to raise your IC count or secure a loan in time, you can RP the reduction of your military and then remove the units without penalty. If you overspend for 2 updates in a row and do not RP any changes, your economy crashes (from whatever level it was to Imploded) and the vast majority of your military becomes unusable. You must RP your way out of this situation and your economy cannot recover to its former level until the next IC update. If you still do not RP anything, your economy will continue to sit at Imploded regardless of what its actual NS level is.
WARNING: You cannot produce custom classes, units, and weapon systems while overspending by any amount. If you have any in active development, they halt production the moment you go over your IC count.
Loans as a Method of Adding ICs
If you are overspending and need to boost your IC count, but just aren't getting the right NS issues, your government can apply to a foreign or international financial institution for a loan. What this loan will do is increase your defense spending, allowing you to achieve a higher % bracket and thus increasing your defense multiplier. The actual amount of the loan in real money will vary by nation. If Nation A spends 10 million on defense and it comprises 10% of its government budget, then it will need to take out a loan of 6 million to reach 16% and the next multiplier. A nation may apply for as much money as it needs, which may involve jumping several levels. However, it is up to the financial institution whether to grant a loan and at what interest rate.
Each individual loan is only good for one monthly update. After the next update passes, you must raise your ICs naturally, apply for another loan, reduce your military, or do nothing and risk collapse. Repeated requests for credit in a short time frame may negatively impact your sovereign credit rating.
Angleter last edited by
Note: Some units may have technological prerequisites, which means they need to be purchased before the units are, to give you access to them.
All ground forces come in brigades of 5,000 military personnel each, including all combat and backup troops unless noted otherwise. Their other equipment is not listed due to country-per-country differences. An armoured brigade includes up to 30 total main battle tanks, specialty tanks, or other support vehicles of whose composition is up to the player. An artillery brigade consists of up to 30 artillery pieces, of whose range and function is up to the player.
1% Rule: The sum of all your ground personnel (army) may not exceed 1% of your RP population during peace time.
Motorized Infantry (10 IC): An infantry brigade excels in urban and mountain warfare, and is also adept at hit-and-run, guerilla tactics. These are usually motorized with trucks, at the player's decision.
Mechanized Infantry (20 IC): One mechanized infantry brigade is an infantry brigade mounted on vehicles like APCs and IFVs. This enables this formation to be effective in mobility warfare, and has excellent firepower.
Airborne (30 IC): An airborne brigade. It is lightly armed and very swift to deploy, outmaneuvering any other ground formation, except SpecOps, in their deployment speed. They might be deployed from helicopters, transport aircraft, and so on. Airborne can be mechanized; this is rare, however, with the USSR having been the only real-world country to do it. Regardless of whether they are mechanized or not, they are softer than other infantry.
Special Forces (50 IC): A special operations brigade, special forces so to say. This category includes Soviet Spetsnaz and Osnaz, British SAS, and so on. It is good for covert missions, sabotage, etc; its value is questionable in actual warfare, however, as the more expendable infantry units can do the same job at a lower cost.
Armour (60 IC): One tank/armour brigade, with excellent firepower. Effective in low hills and flatland, where tanks are most mobile. Although with occasional exceptions, they tend to be weak in territories like dense forests and cities or mountains as they are hulking targets.
Artillery (40 IC): This brigade fights from a distance. It can be equipped with any artillery piece such as towed guns, self-propelled weapons, or even MLRS, and can be considered to include air defenses too. It is adept at destroying enemy concentrations, cities, and almost anything, however it is weak if it directly is confronted by enemy units, so it is best used as a support weapon.
Air forces, coming in squadrons of 400 personnel and 30 aircraft, are generally used as support. Light/multi role Helicopters can be considered 'free' or parts of Ground attack or Transport squadrons.
Fighter (60 IC): Basic aircraft, superior air combatant that can also occasionally strike ground targets, even though it is not designed to do so. It excels against any other kind of aircraft, from helicopters to strategic bombers.
Fighter-Bomber (60 IC): A ground attack squadron. Like bombers, they can offer ground support: they take out tanks, ground-based installations, enemy units, and so on. However, they can also defend themselves against other aircraft. True fighters are more effective at air superiority warfare, while true bombers are more effective at surface targeting.
Attack Helicopter (50 IC): A helicopter squadron, usually with heavy armor and highly mobile firepower. Capable of quickly striking ground targets where it would be too dangerous to send in larger aircraft. Sometimes has air-to-air capabilities. Includes helicopter gunships.
AWACS (50 IC): An AWACS squadron consists of 'flying radar' aircraft. This increases the performance of all your forces in a region they operate and offers you intelligence about the enemy. Also, you need not deploy ground-based radars when you operate AWACS, though this can be problematic, depending on your enemy's tactics. AWACS cannot fight.
Tanker (60 IC): Tanker squadrons can carry fuel over massive distances, or even refuel your aircraft (provided they are designed to do so) in-flight to enhance their operational range. Tankers cannot fight.
Transport (40 IC): Transport squadrons can transfer equipment or personnel over great distances, as well as perform Airborne force deployments. Transports cannot fight.
Bomber (100 IC): Bombers excel at destroying surface targets. They have greater range than fighters and fighter-bombers and also better strike capability, but are unprotected against other aircraft. For RP purposes, a regular bomber cannot carry a strategic nuclear missile. This is a high value unit.
Strategic bomber (600 IC): The perfect weapon for massive bombing campaigns, nuclear and conventional, strategic bombers are unmatched in payload and range by any other fighting aircraft. A strategic bomber aircraft has intercontinental range, meaning it can strike enemies even in another continent and return if able. It cannot attack other aircraft, making it a pumped-up, just-as-vulnerable bomber. A strategic bomber can carry 1 strategic nuclear missile each, with up to 10 warheads per missile. One squadron can thus carry up to 300 warheads. This is a capital unit.
Requires Nuclear Technology and Nuclear Weapons if not conventionally armed
Navy forces represent a single ship each time mentioned. Unless noted otherwise, they include helicopters where available, depending on their real-life class. The average personnel per ship, based on calculations, should be about 440 sailors, however take note that this might vary from country to country.
Patrol Boats (20 IC): The smallest naval vessel. Patrol boats are not suitable for deep sea and cannot travel with a main fleet in blue water. Lighter and faster than Corvettes, they are also smaller and more agile, carrying less weapons. These are generally used for rapid watching of the coasts, but specific variants can be proven lethal to a few larger ships, depending on their armament. There are a variety of types, including gunboats and missile boats. Patrol boats often have brown water capability, useful in patrolling major rivers.
Corvette (30 IC): Larger than a patrol boat, but smaller than a frigate. Corvettes are designed to operate close to shore, as well as at sea. These ships can defend a country's assets and interests far away from its own shores, with sophisticated weapons and surveillance equipment. They can be a useful and agile mean to counter ships around their size without mobilizing larger ships, or even countering targets larger ships might be incapable of reaching.
Frigate (50 IC): Larger than a corvette, but smaller than a destroyer. Especially useful in anti-submarine warfare and air defense. Often multi-role and the core of naval formations.
Destroyer (70 IC): Larger than most frigates and usually smaller than a cruiser. This ship specializes in anti-submarine and anti-surface warfare. Often used to escort high value and capital ships.
Cruiser (60 IC): Good against surface targets, including land attack, it can also provide decent air defence. It can be an excellent all-round ship of considerable size and excellent fire-power, depending on class. Due to their size, cruisers may be more vulnerable to attack than smaller ships, and only 3 RL nations still operate them. This is a high value unit.
Requires Nuclear Technology if not conventionally powered
Transport (40 IC): Light transport ship, can transport up to half a brigade with their equipment. Cannot fight.
Amphibious Assault Carrier (500 IC): Heavy transport, can transport up to two brigades with their equipment and provide them with air cover. This is a light carrier with troop quarters that can defend itself. This is a high value unit.
Helicarrier (450 IC): Usually a light carrier with 20 helicopters and defensive weapons. Effective in anti-submarine warfare and early warning roles, at great distances from the main fleet. This is a high value unit.
Aircraft Carrier, Light (500 IC): A light aircraft carrier is a good choice for nations that want to project their power abroad. Cheaper, faster, and more mobile than other carriers, it also holds less aircraft. Comes with 20 aircraft (fighters, fighter-bombers, and helicopters). Or, it can come with 20 vertical take-off and landing fighters. Light carriers specialize in air support and rely on their aircraft to fight. Rarely, they might have room for defensive weapons. Keep away from ship-killers, especially submarines! This is a capital unit.
Aircraft Carrier, Standard (650 IC): A standard aircraft carrier is a good choice for nations that want to project their power abroad. Comes with 45 aircraft of several types (fighters, fighter-bombers, and helicopters). Aircraft carriers specialize in air support and rely on their aircraft to fight. Sometimes carries defensive weapons. Keep away from ship-killers, especially submarines! This is a capital unit.
Supercarrier (1,300 IC): Largest carrier classes, similar to the Soviet 'Ulyanovsk' and American 'Nimitz' classes. Only large countries can afford a supercarrier. Comes with 90 aircraft of several types (fighters, fighter-bombers, and helicopters. Sometimes carries defensive weapons. Keep away from ship-killers, especially submarines! This is a capital unit.
Requires Nuclear Technology
Attack Submarine, Diesel-powered (SSK) (40 IC): Diesel-powered attack submarine, designed to hunt other ships and submarines; its role is mainly coastal defense. Not fast enough to keep up with main fleets in blue water.
Attack Submarine, Nuclear-powered (SSN) (90 IC): Powerful silent hunter, adept at destroying all sorts of ships and submarines with little or no signs of presence. Nuclear attack submarines can operate very far from home, making them an excellent offensive weapon.
Requires nuclear technology.
Guided missile submarine, Nuclear-powered (SSGN) (550IC): Adept at attacking ground targets, groups of ships, and can defend itself against other submarines. The first guided missile submarines were used by the Soviet Union to deter American aircraft carriers in the Cold War; indeed, these submarines are intended as ship-killers and to provide fire support from long range. Keep away from long-ranged ASW-capable units, like helicopters. This is a high value unit.
Requires nuclear technology.
Ballistic Missile Submarine, Nuclear-powered (SSBN) (1,110 IC): Only large countries can afford an SSBN. This submarine can attack enemy cities tens of thousands of kilometres away. For statistical purposes, each SSBN is considered to carry 20 strategic nuclear missiles that can take 10 warheads each, for a total of 200 per submarine. Can be retrofitted to carry conventional missiles instead. This ship is actually a superweapon, not a conventional weapon; keep it away from everything! This is a capital unit.
Requires nuclear technology, nuclear weapons, space program and space research program.
Superweapons are weapons of mass destruction. So far, two ground units exist: the ICBM silo and the mobile ICBM, able to be armed with nuclear, biological or chemical weapons (usually the former), or simply conventional ones (all other require the appropriate technologies separately). Each of the unit below has personnel circa at the size of one brigade (5,000 men and/or women.)
ICBM Silo (400 IC): Facilities used to operate and launch ICBM missiles, to strike in another nation's homeland. Can accommodate 10 missiles with 10 warheads each, for a total of 100 warheads per silo.
Requires (conventional, nuclear, biological, or chemical weapons), space program and space research program.
Mobile ICBM Launcher (500 IC): ICBM mobile launch pad, more expensive than bases but harder to detect. May be vehicle or train. Can accommodate 10 missiles with 10 warheads each, for a total of 100 warheads per launcher.
Requires (conventional, nuclear, biological, or chemical weapons), space program and space research program.
Conventional Ballistic Warhead: (0.1 IC): This is a single strategic conventional warhead. Each missile can take up to 10 of these, depending on class. Requires something capable of delivering an ICBM in order to use.
Requires Space Program, Space Research Program
Strategic Nuclear Warhead: (5 IC): This is a single strategic nuclear warhead that normally does not require upkeep. Each missile can take up to 10 of these. If you own more nuclear warheads than your missiles can deliver (calculate: (# of ICBM silos + # of ICBM launchers) x 100 + # of SSBN x 200 + # of strategic bombers x 300) you need to pay upkeep equal to 1 IC for each warhead. Nuclear warheads can only be used by ICBM silos, ICBM launchers, ballistic missile submarines, and strategic bombers.
Requires nuclear technology and nuclear weapons.
Strategic Biological Warhead: (5 IC): This is a single strategic biological warhead with the same rules as strategic nuclear warheads.
Strategic Chemical Warhead: (5 IC): This is a single strategic chemical warhead with the same rules as strategic nuclear and biological warheads.
Upkeep rules apply to the sum of all your unconventional warheads, regardless of type.
Special Unconventional Weapons: (5 IC): This is for things like hypersonic ICBMs, tsunami bombs, gay bombs, super EMPs, and the such. The specific weapon type must currently exist in RL or have existed in the past, be deliverable by existing tech, and you must be the producer nation for its RL equivalent. Special unconventional weapons have the same cost as nuclear warheads and they all take upkeep. Pre-reqs vary, depending on the specific weapon.
Smaller conventional missiles and cruise missiles are "free" and need not be declared
Technologies let you build things or simply improve your nation somehow. Unless noted otherwise, each technology can be purchased once. Technologies often have prerequisites for other technologies. You only need to purchase a technology once.
Satellites (40 IC): Grants the ability to build and operate satellites.
Requires space program.
Military Satellite Network (60 IC): Grants a military satellite network. You cannot develop targeting systems that use satellite data without this.
Requires satellites and space program.
Space Program (60 IC): Grants space program, with ability to send satellites to space.
Space research program (140 IC): Allows you to send manned vessels to space and build ICBM missiles.
Requires space program, satellite network and military satellites.
Nuclear technology (70 IC): Grants civilian nuclear technology. Allows you to build nuclear reactors and nuclear-powered vessels.
Requires NS Mining Sector of at least 5 and defense spending of at least 10%
Nuclear weapons (130 IC): Grants nuclear weapons technology (access to build tactical and strategic nuclear warheads).
Requires Nuclear Technology, NS Arms Manufacturing Sector of at least 5, and ENAA approval if nation joined EU after November 9th, 2009
Biological weapons (160 IC): Grants biological weapons.
Requires NS Arms Manufacturing Sector of at least 5 and defense spending of at least 10%
Chemical weapons (100 IC): Grants chemical weapons technology.
Requires NS Arms Manufacturing Sector of at least 5 and defense spending of at least 10%
Angleter last edited by Gallorum
As in every world, some countries produce weapons, and others do not. In our universe, real-world weapons producers are represented by specific nations.
In order to apply for an open producer spot, you must:
- Have an NS economic level of Thriving or higher
- Have an NS Arms Manufacturing Sector of at least 5,000
- Spend at least 10% of your NS government budget on defense
The current producer spots are:
- Australia, Commonwealth of: FREE!
- China, People's Republic of: FREE!
- France, Republic of: Angleter
- Germany, Federal Republic of: FREE!
- India, Republic of: FREE!
- Iran, Islamic Republic of: The Sahrawi Union
- Italy, Republic of: FREE!
- Israel, State of: Fremet
- Spain, Kingdom of: FREE!
- Sweden, Kingdom of: FREE!
- Union of Soviet Socialist Republics & successors: Icholasen
- United Kingdom of Great Britain and Northern Ireland: Gallorum (French Albyon)
- United States of America: Duxburian Union
WARNING: Any current producers who fail to meet the producer requirements upon the next monthly IC update will lose their spots.
Custom Military Classes, Units, and Systems
Any nation with an economic level of Powerhouse or higher and 10% or higher defense spending may develop its own custom classes of units and weapon systems within realistic dimensions, capabilities, and time frames.
In order to develop a custom class or weapon system, an eligible nation must already possess at least one unit or weapon of that type. For example, if Nation A wants to develop a new class of supercarrier, it must already possess at least one unit of an existing class of supercarrier to work off of.
Any nation with an economic level of All-Consuming or higher and 20% or higher defense spending may develop its own custom units within realistic dimensions, capabilities, and time frames.
In order to develop a custom unit, an eligible nation must already possess its components when applicable, or a similar unit when applicable. For example, if Nation A wants to develop a drone carrier, it must already possess at least one unit of an existing carrier and an existing drone to work off of.
Any nation with an economic level of Frightening and 30% or higher defense spending may develop its own custom classes, units, and weapon systems from scratch, within realistic dimensions, capabilities, and time frames.
Angleter last edited by
AUTOMATIC EXCEL SHEETS
Confused, overwhelmed, intimidated, or just damn lazy?
Let these sheets do all the work for you! All you have to do is plug in numbers (and read the rules so as not to make dumb mistakes and waste your ICs).