EU War System V.5.1
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EUROPEAN UNION
WAR SYSTEM v. 5.1
SYSTEM ADMIN: @Duxburian-Union
SYSTEM MODERATOR: @Vayinaod
CHANGELOG
What has changed since v.5.0
- Some unit descriptions have been updated
- Budget system overhauled: True RP Budgets introduced
- War Sheet overhauled
- Applications for Producer Slots introduced
What has changed since v.4
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New IC Equation is [{(Euro GDP/275,000,000)x3}+250] x Econ Multiplier x Defense Multiplier= Total ICs
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Manpower is now .75% of total RP population across all branches
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Nations now may decide how much they spend on defense for their defense multiplier, modifiers have been updated to reflect this.
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Reserve Units, Loaning ICs, and Compulsory militaries providing benefits have all been removed.
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To determine a budget (Euro) the following equation has been added: [(Total Used ICs/5)*10,000,000]= Total Military Budget in Euros . A nation’s Euro Budget may not exceed 5% of total GDP
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Introduced support units to each branch
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Aircraft are no longer group purchases except for helicopters and drones
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Transport and Multi-Use/Utility helicopters introduced.
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Fighter-Bombers removed: replaced with Attack Aircraft and Strike Fighters. Fighter is now split between Fighter, Multirole and Fighter, Superiority.
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Personnel numbers across all branches rebalanced
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IC Costs across all branches rebalanced.
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Attack and Reconn Drones added with Drone Technology Required.
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AWACS aircraft class now includes Electronic Warfare and Reconnaissance Aircraft
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Producer System overhauled: State of Japan/Republic of Korea, Brazil introduced as new producers.
What has changed since v. 3?
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RP populations adjusted from 10% to 2% of full NS population.
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IC costs changed to reflect new populations.
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Enter your full NS population into the spreadsheet and your population modifier is automatically added.
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Upkeep for reserve units has been fixed. Putting units in reserve now charges the correct amount.
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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.
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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.
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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?
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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.
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Once monthly IC updates provide IC counts for every RP nation.
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Economic multiplier values have been adjusted.
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Defense multipliers are now based on % govt budget spent on defense, not the text in the NS overview. The values have also been adjusted.
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A nation that spends nothing on defense now has a 0 times multiplier.
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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.
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All purchased units must have a class.
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All technologies only need to be purchased once.
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Prereqs and names for technologies have been adjusted.
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New system for overspending ICs.
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Custom classes, units, and weapon systems can not be produced while a nation is overspending.
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New loans system for helping to get more ICs and to integrate credit rating agencies with the war system.
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Brigade strength increased from 2,500 to 5,000.
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Costs of common units dropped; costs of capital and high value units increased.
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1% rule implemented for maximum army size.
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Unit descriptions updated.
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Militia removed as a professional military unit.
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Ground-Attack renamed to Fighter-Bomber.
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Attack Helicopter added as a military unit.
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Strategic bomber made a capital unit, nuclear capability removed for normal bombers. Nuclear prereq added for strategic bombers.
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Nuclear prereq added for cruisers.
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Clarified that an Amphibious Assault Ship is actually more like a carrier and less like a transport.
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Light Aircraft Carrier added as a military unit.
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Aircraft Carrier renamed to Standard Aircraft Carrier.
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Players must purchase individual strategic biological and chemical warheads in addition to individual nuclear warheads.
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New requirements for producer nation status. Requirements must continue to be met at each IC update.
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Custom classes, units, and systems now on graduated scale.
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New Excel sheets where you can actually tell which is compulsory and which is voluntary. The upkeep is no longer broken.
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INDUSTRIAL CREDITS
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:
[{(Euro GDP/275,000,000)x3}+250] x Econ Multiplier x Defense Multiplier= Total ICs
YOU MAY ONLY USE THE OFFICIAL EURO GDP FROM THE OFFICIAL ECONOMIC SYSTEM DATA SHEET.
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
Reasonable = 1.2
Fair = 1.0
Developing = 0.8
Struggling = 0.6
Weak = 0.5
Fragile = 0.4
Basket case = 0.2
Imploded = 0.1
Defence Multipliers (YOU MAY CHOOSE YOUR LEVEL OF SPENDING):
THIS IS NOT BASED ON YOUR NS DEFENSE SPENDING
20.01% and above = WAR ADMIN APPROVAL REQUIRED
15.01% to 20% = WAR ADMIN APPROVAL REQUIRED FOR A 1.6 MULTIPLIER
10.01% to 15% = 1.50
7.51% to 10% = 1.25
5.01% to 7.50% = 1.0
2.51% to 5.0% = 0.75
1% to 2.5% = 0.50
0% = 0
Step-by-step guide to determining IC count:
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Go to the EU Economics System Thread and fill out your economic information as required.
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Once provided with a Euro GDP divide that by 275,000,000,
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Multiply the sum by 3 (example 13,114 x 3 = 39,342)
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Add 250 to the sum (example 39,342 + 250 = 39,592)
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Multiply the sum by your economic multiplier (example 39,592 x 2.0 NS Frightening Level Economy = 79,184)
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Multiply the sum by your defense multiplier (example 79,184 x 1.0 RP 5.6% Govt Budget Spent on Defense = 79,184)
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If you don't get an even number, round it down no matter what the value is (example 79,184.6 rounds down to 79,184)
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Nation A therefore has 79,184 total Industrial Credits.
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.
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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 do not have a war list can not take part in any sort of military RP. Not having a war list will not protect you from military RP undertaken by other nations.
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). This can be through news posts or a specific RP related to its development.
All units must have a class, whether RL or custom developed. There is a section in the war sheet for you to declare and keep a list of classes, 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).
Unit Quality
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.
Upkeep
You must pay upkeep to maintain your units and technology. Upkeep is based on each class of unit and reflected in their description. If you do not pay upkeep for the unit you will not be able to use your units.
Overspending ICs
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. If you are unable to raise your IC count 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.
Defense Budgets
Creating your Defense Budget is a two-fold process. There is your TRUE RP Defense Budget, and your projected one. The projected one is the one primarily used for the war system itself, while the *TRUE RP Defense Budget is used as an additional description for RP purposes.Industrial Credits are converted into a hard cash amount by taking the amount of ICs used divided by 5, and then multiplied by 10,000,000.
[AMOUNT OF ICs/6] x 10,000,000 = Projected Defense Budget in Euros
This is the projected RP Budget of your nation.
In addition to the projected budget, the war system utilizes a TRUE budget. Your true budget uses your total amount of government spending multiplied by your GDP, multiplied by your Defense spending as a % of your government budget
[GDP x Government Spending as a % of GDP] x Defense Spending as a % of your Total Government Budget= True Defense Budget.
It may not exceed 5% of your Euro GDP without approval from the War Admins/Mods. They may approve or deny this for any reason they see fit. Overspending past 5% of GDP risks the collapse of your economy in the simulation. You must roleplay action to rectify this situation by either cutting spending, removing units, etc.
You should try your best when making your war list to have your projected and true budgets match as closely as possible. You can accomplish this by lowering defense spending as a defense, lowering your defense mod, changing the amount of units purchased and vice versa. You should try to get a 10% Margin of Error between the two, at that point differences can be attributed to "miscellaneous costs".
SIZE OF MILITARY FORCE
The total size of your military across all branches in terms of personnel may not exceed .75% of your RP population in peacetime. It may not exceed 2% in war time. Exceeding these amounts may cause the economic collapse of your nation, or may result in administrative actions from the War system mods to ensure gameplay balance.
SUPPORT UNITS
In order to maintain your units, you are required to purchase logistics and support units. They are assigned to every so many units depending on the branch. If you do not have the minimum number of support units, your units will be less logistically ready and able to do their job. For aircraft and ships they might not even be able to function whatsoever.
STEALTH
For Air Forces, you may purchase stealth upgrades per each applicable aircraft. Without these upgrades, even if using real life counterpart unit classes you are now able to fully utilize the stealth features. Each stealth upgrade on an aircraft costs 25 IC. Even if a real life class utilizes stealth technology in its design, it is not applied to RP without this upgrade. Stealth costs a lot to maintain, develop, research etc. this IC costs helps to account for that on an aircraft by aircraft basis.
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MILITARY UNITS
Note: Some units may have technological prerequisites, which means they need to be purchased before the units are, to give you access to them.
GROUND FORCES
Unit personnel sizes are attached as needed.
Motorized Infantry (10 IC : 5 UPKEEP : 4000 PERSONNEL : 5 IC UPKEEP): 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 (15 IC: 5 UPKEEP : 4000 PERSONNEL : 5 IC UPKEEP): 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 (20 IC : 10 UPKEEP : 2000 PERSONNEL : 10 IC UPKEEP): 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. It requires air transport units or helicopters in order to maintain proper training.
*REQUIRES TRANSPORT OR HELICOPTER UNITSSpecial Forces (75 IC : 10 UPKEEP : 250 PERSONNEL : 10 IC UPKEEP): 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. It requires air transport units or helicopters in order to maintain proper training.
*REQUIRES TRANSPORT OR HELICOPTER UNITSArmour (35 IC : 7 UPKEEP : 500 Personnel : 7 IC UPKEEP): 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. It contains either 15 Main Battle Tanks or 20 Secondary Battle Tanks
Artillery/Anti-Air (25 IC : 7 UPKEEP : 500 PERSONNEL : 7 IC UPKEEP): 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. Anti-Air Batteries are used to deny enemy air units and detect them. It contains 15 self-propelled batteries or anti-air.
HEADQUARTERS/SUPPORT UNIT (5 IC : 2500 PERSONNEL): This is the logistical support unit to support combat units, it contains administrative, logistics, maintenance, command and other personnel. It is required for every five main divisions.
AIR FORCES
Aircraft are purchased as single sets. Helicopters are purchased in groups of five, and drones are purchased in groups of two.
Fighter, Superiority (50 IC : 5 IC UPKEEP): Fighter aircraft designed for 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.
**STEALTH UPGRADE AVAILABLEFighter, Multirole (35 IC : 5 IC UPKEEP): A more versatile aircraft, that typically tends to be also known as light fighters. They can accomplish both air to air roles, and air to ground roles. They are not as effective as dedicated aircraft to specific roles.
**STEALTH UPGRADE AVAILABLEFighter, Strike (40 IC : 5 IC UPKEEP): Part of the evolution from Fighter-Bombers, Strike Fighters is a multirole combat aircraft designed to operate primarily as an attack aircraft, while also incorporating certain performance characteristics of a fighter for air-to-air combat.
**STEALTH UPGRADE AVAILABLEAttack Aircraft (30 IC : 4 IC UPKEEP): The sister class to Strike Fighters, Attack Aircraft are designed for one purpose, Air to Ground support. They have little to no Air-to-air capability and will require control of their operating airspace to operate safely. They tend to be heavily armoured, and cheap to produce and maintain due to their more dangerous mission profile being close to the ground.
Helicopter,Transport (25 IC : 5 AIRCRAFT : 5 IC UPKEEP): A helicopter squadron, designed to carry and ferry troops relatively close distances for tactical insertions that a typical aircraft could not land in.
Helicopter, Multi-Use/Utility(20 IC : 5 AIRCRAFT : 5 IC UPKEEP): A helicopter squadron, designed to fill a vast majority of roles, from light troop transport, to medical evacuations, to some attack capability, to electronic, anti-submarine warfare,
**STEALTH UPGRADE AVAILABLEHelicopter, Attack(30 IC : 5 AIRCRAFT : 5 IC UPKEEP): 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/ELECTRONIC WARFARE/RECONNAINSE (50 IC : 4 IC UPKEEP): This class consists of either AWACS (Airborne early Warning and Command System) aircraft whose job is to be essentially a flying combat radar in areas where there might not be static friendly radar coverage. It includes Reconnaissance aircraft whose job it is to fly into areas, take photos, receive signals or other sensory information and relay it back to a command center. Electronic Warfare aircraft are used for degrading the effectiveness of enemy radar and radio systems by using radar jamming and deception methods. This Unit class contains Maritime patrol aircraft, also known as Sub Hunters.
Tanker (50 IC : 4 IC UPKEEP): Tanker aircraft 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 : 4 IC UPKEEP): Transport aircraft can transfer equipment or personnel over great distances, as well as perform Airborne force deployments. Transports cannot fight.
Drone, Reconnainse (10 IC: 2 Aircraft : 2 IC UPKEEP): Unmanned aircraft used for reconnaissance activities. It cannot fight, is generally cheaper to operate, maintain, and purchase.
*REQUIRES DRONE TECHNOLOGY
**STEALTH UPGRADE AVAILABLEDrone, Attack (15: 2 Aircraft : 2 IC UPKEEP): Unmanned aircraft used for reconnaissance as well as air to ground attack activities. It has little if any air-to-air capability. It is generally cheaper to operate, maintain, and purchase.
*REQUIRES DRONE TECHNOLOGY
**STEALTH UPGRADE AVAILABLEBomber (100 IC 15 IC UPKEEP): Bombers excel at destroying surface targets. They have greater range than fighters 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.
**STEALTH UPGRADE AVAILABLEBomber, Heavy (300 IC : 20 IC UPKEEP): Bombers specifically designed for massive payloads and at great distances. Often designed to fly at low levels to avoid enemy radar detection. It cannot fight, and for RP purposes can not carry nuclear weapons.This is a high value unit.
Strategic bomber (600 IC : 25 IC UPKEEP): 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.
Requires Nuclear Technology and Nuclear Weapons if not conventionally armed
**STEALTH UPGRADE AVAILABLEAIR MAINTENANCE UNIT (5 IC : 3500 PERSONNEL AND PILOTS): This is the logistics and manpower needed to maintain and operate all aircraft. Required for every fifteen aircraft.
NAVY FORCES
Navy forces represent a single ship each time mentioned. Unless noted otherwise, they include helicopters where available, depending on their real-life class. Personnel on board is mentioned for each class of ship.
Patrol Boats (40 IC : 40 PERSONNEL : 5 IC UPKEEP): 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 (75 IC : 75 PERSONNEL : 5 IC UPKEEP): 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 means to counter ships around their size without mobilizing larger ships, or even countering targets larger ships might be incapable of reaching.
Frigate (90 IC : 175 PERSONNEL IC : 10 IC UPKEEP): 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 (125 IC : 240 PERSONNEL : 10 IC UPKEEP): 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 (150 IC : 325 PERSONNEL : 15 IC UPKEEP): 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.
Transport/Auxiliary Support Ship (50 IC : 135 PERSONNEL : 5 IC UPKEEP): Light transport ship or other auxiliary support ships such as replenishment ships, minesweepers, minehunters, oil barges, and cargo ships.
Amphibious Assault Carrier (500 IC : 1000 PERSONNEL : 10 Aircraft : 20 IC UPKEEP): Heavy transport, which can carry a large amount of troops as well as their equipment. This is a light carrier with troop quarters that can defend itself. Typically helicopters are attached. Some may be attached with support for STOVL capable aircraft, though this comes at the cost of troop quarters. This is a high value unit.
Helicarrier (350 IC : 400 PERSONNEL : 20 Helicopters : 20 IC UPKEEP): 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 (550 IC : 1250 PERSONNEL : 25 A/C : 20 IC UPKEEP): 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, 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 (800 IC : 2000 PERSONNEL : 50 A/C : 25 IC UPKEEP): A standard aircraft carrier is a good choice for nations that want to project their power abroad. Comes with 50 aircraft of several types (fighters, helicopters, some support aircraft). 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 (1,500 IC : 4000 PERSONNEL : 80 A/C : 50 IC UPKEEP): 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, helicopters, and other support aircraft). Sometimes carries defensive weapons. Keep away from ship-killers, especially submarines! This is a capital unit.
Requires Nuclear TechnologyAttack Submarine, Diesel-powered (SSK) (150 IC : 80 PERSONNEL : 10 IC UPKEEP): 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) (225 IC : 115 PERSONNEL : 15 IC UPKEEP): 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) (600IC : 130 PERSONNEL : 25 IC UPKEEP): 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) (1,200 IC : 150 PERSONNEL : 50 IC UPKEEP): 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.SHORE SUPPORT (5 IC : 1750 PERSONNEL): This is the logistics and support units used for naval vessels, they are required for every five naval vessels.
GROUND-BASED SUPERWEAPONS
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).
ICBM Silo (400 IC : 1 SILO : 10 MISSILES : 200 PERSONNEL : 40 IC UPKEEP): 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 (300 IC : 1 LAUNCHER : 2 MISSILES : 200 PERSONNEL : 40 IC UPKEEP): ICBM mobile launch pad, more expensive than bases but harder to detect. May be vehicle or train. Can accommodate 2 missiles with 10 warheads each, for a total of 20 warheads per launcher.
Requires (conventional, nuclear, biological, or chemical weapons), space program and space research program.STRATEGIC SUPPORT (15 IC : 300 PERSONNEL): This is the logistics and support units used for strategic forces. They are required for every five silos and launchers.
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 ProgramStrategic 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.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: (1 IC): This is a single strategic biological warhead with the same rules as strategic nuclear warheads.
Strategic Chemical Warhead: (1 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.The IC cost is also a base line and may be made more expensive.
Smaller conventional missiles and cruise missiles are "free" and need not be declared
MILITARY TECHNOLOGIES
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 (100 IC): Grants the ability to build and launch satellites.
Requires space program.Military Satellite Network (100 IC): Grants a military satellite network. You cannot develop targeting systems that use satellite data without this.
Requires satellites and space program.Space Program (250 IC): Grants space program, with ability to operate satellites in space.
Space research program (350 IC): Allows you to send manned vessels to space and build ICBM missiles.
Requires space program, satellite network and military satellites.Nuclear technology (200 IC): Grants civilian nuclear technology. Allows you to build nuclear reactors and nuclear-powered vessels.
Nuclear weapons (550 IC): Grants nuclear weapons technology (access to build tactical and strategic nuclear warheads).
Requires Nuclear Technology, and ENAA approval if nation joined EU after November 9th, 2009Biological weapons (175 IC): Grants biological weapons.
REQUIRES DEFENSE SPENDING OF AT LEAST 10%Chemical weapons (175 IC): Grants chemical weapons technology.
REQUIRES DEFENSE SPENDING OF AT LEAST 10%Drone Technology (75 IC): Allows access to to drone technology to operate and ensure their operation across the world.
*REQUIRES SATELLITE TECHNOLOGY -
PRODUCER NATIONS
As in every world, some countries produce weapons, and others do not. In our universe, real-world weapons producers are represented by specific nations. They are split into five tiers:
- Omega- Requires 25,000 Arms Manufacturing
- Alpha- Requires 17,500 Arms Manufacturing
- Bravo- Requires 15,000 Arms Manufacturing
- Charlie- Requires 12,500 Arms Manufacturing
- Delta- Requires 7,500 Arms Manufacturing
If a nation is able to meet the minimum required for a tier, they are able to meet the quality of it even if they are not able to secure a producer slot for that specific tier. All non-producer nation products are located in Europolis. Nations may ask to make claims for specific companies or products in the War System V.5 discussion thread. These may be approved or denied for any reason. Producer nations are not allowed to make additional claims. This is only relevant to existing real life products.
Provided a nation meets producer requirements for a certain tier, they may produce weaponry in any capacity from custom units to custom classes to custom equipment. If there is not a comparable purchasable class on the war sheet, they should contact the War System Admin/Mod team for clarification. If a nation does not meet the minimum producer tier (Delta) they may not produce any weapons on their own without license from a producer or a nation with sufficiently high arms manufacturing.
LOCAL VARIANTS are products of producer nations whose real life origin is different than that of the producer. For example, the F-15 is a product of the United States, the F-15J is considered a local variant since it was partially designed just for Japan, and was partially built there. Therefore, the producer system considers the F-15J a producer for the Japan Producer slot.
If a Company has a major defense portion attached to it such as Boeing, it will belong to the relevant producer nation no matter what in total control. For producers who have split ownership (see AIRBUS) it is a multinational company between major producers The longest holding producer has the right to control whether they retain the actual company name, but all the producers with large real life investments in that company (if not outright ownership) have access to those products. The longest serving producer has the rights to the name.
Local Variants made for non-producer nations are not applicable under this system and are retained under the original producer nation. If a variant of something does not belong to a recognized producer, you can not use it outside the producer system.
Custom variants are simply variants of real life products to a minor degree, such as making an aircraft a strike fighter instead of a multi-role fighter. These require some form of RP to be considered relevant and applied.
Custom Products (any non-directly described product within the war system) must fit the realms of realism and practicality. If a custom product has not yet a feasible prototype,they may be required to fill out an application and provide sufficient documentation to prove its feasibility. Contact the War Mods/Admins for additional details.
In order to apply for an open producer spot, you must:
- Meet the Arms Manufacturing minimum for the tier they wish to acquire.
- Should relatively match the position of the RL Producer nation.
- Approval from the War System Mods/Admins. They are allowed to approve or deny for any reason they see fit.
The current producer spots are:
- United States of America (Omega): Duxburian Union
- USSR/Successor States (Omega): Reitzmag
- China, People’s Republic of (Alpha): Inquista
- France, Republic of (Alpha): Union of Duchies
- United Kingdom of Great Britain and Northern Ireland (Alpha): The United Kingdom
- Republic of Korea (Bravo): Vayinaod
- State of Japan (Bravo): Yosai
- Italy, Republic of (Bravo): Inimicus
- Spain, Kingdom of (Bravo): Spain
- India, Republic of (Bravo):
- Germany, Federal Republic of (Charlie):
- Ukraine (Charlie):
- Israel, State of (Charlie): Fremet
- Australia, Commonwealth of (Delta):
- Brazil, Federative Republic of (Delta): Leagio
- Pakistan, Islamic Republic of (Delta): Czech Slavia
- Türkiye, Republic of (Delta):
- Sweden, Kingdom of (Delta): Ineland
WARNING: Any current producers who fail to meet the producer requirements will lose their spots.
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