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1

Tuesday, February 18th 2014, 8:44pm

A Ruleset Proposal

Foreword
As some of you know, a month or so ago I was working with Snip to produce an rule-set for a Wesworld reboot or restart. Originally I had intended to produce my own proposal in addition to the jointly created one. However, at the time Snip's formal write-up seemed pretty much nearing completion and I deemed it better to not have competing thesis.

Snip has since fallen off the radar and I presume he must be very busy. My (personal) proposal will be quite different from what our joint work and hence if Snip does post the joint piece, please read it as well.

Rule Notes

The year is broken up into 4 quarters:

1st Quarter: January, February, March
2nd Quarter: April, May, June
3rd Quarter: July, August, September
4th Quarter: October, November, December

Every quarter, each nation is required to report on its activities.

All displacement values mentioned refer to light displacement if not stated otherwise.
All air unit formations mentioned refer to a squadron of 25 planes if not stated otherwise.
All land unit formations mentioned refer to a division of 10,000 men if not stated otherwise.

1.0 Set-up Details

Before starting the Sim, every nation must define it's population, industrial strength, and military infrastructure. To do so, it is necessary to find out how much Heavy Industry, Consumer Industry each player has as well as the Population size of the nation.

1.1 Population (P)
Take the population of the nation, paying attention to any regions additional or missing region, and divide it by 1,000. This will be the population (P) of the nation.
  • P = Pop/1000

For the sake of consistency, it is recommended to use Maddison's figures rather than another source.

1.2 Heavy Industry (H)
Take the annual pig-iron production in tonnes of the nation in an interval from 1860-1880 closest to the year 1870 and perform the operations defined in the below formula. This will be the heavy industry (H) per quarter of the nation.
  • H = ((Normalized Annual Pig-Iron Production) / 10,000) / 4
  • Norm. Annual Pig-Iron Prod. = (Annual Pig-Iron Prod.) * sqrt(700,000 / (Annual Pig-Iron Prod. + 1))

1.3 Consumer Industry (C)
Take the GDPpc of the nation, divide it by $270 and multiply it by 0.2 of the Population.
  • C = GDPpc / $270 * 0.2P

1.4 Infrastructure
Each country starts with a default 20 points of naval and land infrastructure. No country starts with any air infrastructure.

Each country receives an additional 5 points in naval infrastructure per capital ship laid down (but not necessarily launched or completed) greater than 5,000 tonnes, between 1/1/1850 and 12/31/1870.

Each country receives an additional 1 points in land infrastructure per division of 10,000 men within it's army. This number does not include rear-area soldiers, such as suppliers, repairers, field doctors, medics, etc.

2.0 Playing the Game
Once a nation knows it's H, C, and P as well as it's infrastructure distribution, it can start being simmed. What is now relevant is the effects and cost of each.

2.1 Population (P)
P grows at a rate of 0.25% per quarter.

This number should be rounded to the lowest number of decimal places, provided it does not result in 0 growth per quarter.

2.2 Heavy Industry (H)
Each unit of H produces 1,000 tonnes per quarter.

H reflects the steel-iron industry of nations and can be devoted to aircraft, vehicle, and ship production as well as infrastructure/industrial upgrades and construction.

The cost of an H in tonnes is:
  • H = k(C/P) * sqrt(n)
Where n is the number of operational H within the nation and k is 10,000 tonnes.

The H starts to produce the quarter after it is completed.
In the first quarter of a year, a player can designate any H to produce only for the construction of new Hs or Cs. These will then produce an extra 1,000 tonnes towards that particular construction for that particular year.

Although such extra production is theoretically spread through the year, it may only be allocated during the final quarter of the year.

2.4 Consumer Industry (C)
Consumer industry represents the goods and services that keep the population content. Hence if consumer industry is not up to par for the nation, it would suffer from unrest, rebellions, and all sorts of nasty things. This is represented by industrial decay.

In the first quarter of a year, a player may allocate any C towards producing only research points that year. These C will produce 0.5 research points per quarter. When calculating C/P, which represents the industrialization level of a nation, such allocated C is not counted.
For example: A nation with 60 C and 40 P, allocating 20 C to research with have a C/P of 1, not 1.5.

If C/P is lower than 1, in the next quarter, all industry, H and C, decays. At a rate of:
  • 5% * (1 - C/P)
Hence a nation at 0.5 C/P will lose 5% of his H and C per quarter.

It takes H to build a C and the cost of a C in tonnes is:
  • C = q(C/P) * sqrt(n)
Where n is the number of operational C within the nation and q is 5,000 tonnes.

2.5 War Economies / Planned Economies
A nation which is engaged in a war, or is a government that allows such planning (such as a Communist, Fascist, or similar), may put it's industry on war-footing.

The immediate effect is that 50% of the available C is converted temporarily into H outputting a fifth that of a real H. This 50% converted C is not counted in C/P, hence if C/P drops below 1 as a result, both industry will start to decay as described in 2.4.

After the war ends, the converted C is converted back into normal C, subject to all the decay that has occurred since.

  • H_war = H + 0.1*C
  • C_war = 0.5 * C

For example:
Suppose a nation with 5 H, 141 C, 358 P declares war economy. It receives an additional 1/10 of total C in H value per quarter, or 14 more H, but it's C/P drops from 0.394 to 0.197. Hence the industry decays at a rate of 4.6% versus the old rate of 3%. This means it loses an additional 1.4 C and 0.05 H per quarter.

The cost to rebuild of this additional lost C and H is around 33.2 H produced per quarter in war-economy. If war-economy is stopped the next quarter, around 7 quarters afterwards using all the nation's H to recover to pre-war conditions. Hence, whilst war-economy provides a nice boost, it is also extremely destructive.

Planned economies can use this to increase their H at the cost of their C.

H and C that are lost are lost. They cannot be recovered and must be rebuilt anew.

2.6 Maintenance Costs
  • Naval_maintenance (Quarterly) = Tonnage * Z * 1%
  • Naval_cost = Tonnage * W
Where Z = 1.5 for submarines/destroyers, Z = 3 for carriers and W = 2 for submarines.
Those not mentioned have default values, Z = 1, W = 1.

  • Air_maintenance_active (Quarterly) = Tonnage * 5%
or
  • Air_maintenance_reserve (Quarterly) = Tonnage * 2.5%
  • Air_cost = Tonnage * 3


  • Land_maintenance_active (Quarterly) = Tonnage * 4% + No. of Divisions * 0.1
or
  • Land_maintenance_reserve (Quarterly) = Tonnage * 2% + No. of Divisions * 0.05
  • Land_cost = Tonnage * 50 + No. of Divisions * 0.5

Reserve Land and Air forces start with 2 morale.
Active Land and Air forces start with 10 morale.

3.0 Vaguely Defined Items
The following are partially fleshed out or not at all.

3.1 Infrastructure and Trade


Naval Infrastructure and Overseas Trade
Naval infrastructure is kept much the same. Ports are also used to trade between nations, with higher levels producing more meaningful trade.

Two nations can form a trade connection between them trading either H or C. The cost of such a connection is twice the base cost of the industry unit.
If the port is destroyed or blockaded, the trade connection produces nothing. They produce the same amount as a normal H or C for both players but does not suffer from C/P induced decay. In essence, it is static.
  • H_trade_cost = 20 H
  • C_trade_cost = 10 C

Port's can manage differing amount of such industry:
Type 1, up to 0.5 H or C
Type 2, up to 1.0 H or C
Type 3, up to 1.5 H or C
Type 4, up to 2.0 H or C
Type 5, up to 3.0 H or C

Every increment in a Type 5 dock increases the capacity by 1.
For example: A Type 5 port with 10 slipways in it can manage 7 H.

Land Infrastructure and Overland Trade
Land force production is, in reality, split into mechanical (artillery, vehicles, rifles) and organic (the person who is a soldier). Keeping track of both, however, would be excess complexity. The maximum production capacity of land forces should be limited by the number of such land factories or Depots (Please suggest a better name) which produces both.

Each depot works similar to a slipway. It creates but does not repair divisions.
With regard to trade, each depot functions similar to a weaker port.

Type 1, up to 0 H or C
Type 2, up to 0.25 H or C
Type 3, up to 0.50 H or C
Type 4, up to 0.75 H or C
Type 5, up to 1.00 H or C

Air Infrastructure
Air forces should be limited by the number and size of air fields, which also serve as the base of operations. In a sense, airfields will differ them from real-life counterparts by assuming a role more like ports and drydocks/slipways.

Since the period of interest is before major air transportation, there is no air trade to speak of.

3.1 Research
If a particular technology has already been researched, the cost to research it decreases 4% of the base cost per quarter until it hits 20% cost. It'll hit this minimum cost 5 years (20 quarters) after it was first researched. Note that it is the amount needed to complete that drops down, and any already invested point is unchanged.

For example, say 1936 artillery costs 500 research points and has already been researched by someone. A player then starts putting in 50 research points per quarter before any decay has occurs.
Quarter 1: 50/480
Quarter 2: 100/460
Quarter 3: 150/440
Quarter 4: 200/420
Quarter 5: 250/400
Quarter 6: 300/380
Quarter 7: 350/360 Stop Investing
Quarter 8: 350/340 Completed (You don't get excess points back!)

The person who first researched it would have had to go through 10 quarters to get the same tech at a rate of 50 points per quarter.

Take the same situation but in the year 1941 (5 years or 20 quarters after it was researched). It now costs 100 points and at a rate of 50 points per quarter, the researching player completes it in 2 quarters.

Every time a player allocates research points towards a technology, the the player receives 5% of those points towards that technological field per quarter. These fixed points can only be used in the field they were generated in. They also decay every quarter at a rate of 10% + 0.1. Once one of these fixed points decays to 0.1, they disappear.

Example: A player puts 10 points into the 1936 artillery, which belongs to the field of artillery. He receives an additional 1 point to spend in the artillery field the next quarter. The 1 point will decay to 0.8 point the quarter. If player does not continue to research in the artillery field, he will not receive additional points to spend in the artillery field, and hence this fixed point will decay to 0.06 in 8 quarters and disappear.

3.2 Military Combat System
A military combat system has to achieve the twin goals of strategic/logistic representation and tactical battles. This is vaguely defined as the tactical system is left up to the end user.

The map is divided into 15 km diameter hexagons.
Each quarter is divided into 12 combat turns, each representing a week of combat.

Far from combat, or at least 4 hexagons away from any enemy unit or recently in combat region, the relative movements of units:
An infantry division can march about 2 hexagons (20 mi or 30 km) per day. As a result, an infantry has a total of 14 hex of freedom per turn.
A motorized division can march an average of 10 hexagons (90-150 mi) per day, a total of 70 hex of freedom per turn.
An armoured division can cover 7 hexagons (60-90 mi) per day, a total of 49 hex of freedom per turn.

Within 4 hexagons of any enemy unit or recently in combat region, or if the unit has been in combat within the last 2 combat turns, the relative movements:
An infantry division can march about 1 hexagon (10-15 mi) per day, a total of 7 hex of freedom.
A motorized division can march an average of 3 hexagons (30 mi) per day, a total of 21 hex of freedom per turn.
An armoured division has a total of 28 hex of freedom per turn.

This is under good road conditions.
This movement should be halved, rounding down, for adverse weather or road conditions.
If the original owner (original being at the start of the war) of the hex has C/P lower than 0.5, then quarter the movement, rounding down unless it results in less than 1 hex of movement.
Such conditions can stack, resulting in 1/8 the original movement.


Each formation has two attributes as soon as war begins: Morale and Initiative.
These two values have a maximum value of 10. Morale is directly proportional to unit performing strength. Initiative is represents the supply status of the unit.
None of these values are connected to the quarterly sim reports, except for morale at the start of the war.

A unit in reserve status starts the war with 2 morale! A unit in active status starts the war with 10 morale.

Every time a unit moves during a turn, it loses 1 initiative at the end of the turn.
Every time a unit fights, it loses 1 morale and 1 initiative at the end of the turn.
If the unit loses, it loses an additional 1 morale.
If the unit draws, the fighting will continue in the next turn.
If the unit decides to retreat, neither side gets the fighting penalty. Instead the retreating unit loses 2 morale and 1 initiative.
If the unit ends the turn unconnected with any hexagon back to the unit's nation's capital, it is considered surrounded and loses 1 initiative.

A unit may take a supply break, preventing it from performing any action during the remainder of the turn. It gains 1 morale and 1 initiative at the end of the turn.

If a unit is attack whilst it has 0 initiative, it will automatically be completely destroyed.
Morale cannot drop below 1.

Each player only knows if there is an enemy unit in the hexagons next to a friendly unit. All other enemy hexagons are covered by the fog of war.
Airplanes provide vision over the hexagons they travel through, although only of whether there is something there, not what that something is.
Airplanes can be ordered to explicitly perform reconnaissance of a hexagon, giving insight into the composition of whatever unit is in that hexagon.
Airplanes can be ordered to bomb a hexagon, reducing the morale of enemy troops in that hexagon by 1.

For airplanes, the movement and the order is counted separated. For example, a bombing run takes a total of 3 turns: 1 to reach the hexagon, 1 to perform bombing, and 1 to return to the airfield. Airplanes use 1 initiative for each, so such a run would cost 1 morale and 3 initiative.

Morale is considered a percentage which is multiplied by the unit's strength to get the number in combat when the players simulate the battle within the hexagon. For example a 2 morale 100% strength Infantry Division will fight as though it only has 2,000 men (20%) despite having all 10,000 men within the division.

This describes only the strategic/logistic scope of combat. The tactical battle within the hexagons themselves are not described.

3.4 Undetermined Items
Constructing, repairing, and modifying ships.

I heard the timetable to produce a ship needs to be reduces although the rest can say as is.

2

Tuesday, February 18th 2014, 8:54pm

Starting Data

Here are a calculated H, C, and Pop values of a few nations at a 1870 start date.





Austria and Turkey hold all of the H of their respective empires in this chart, but this is simply because details on the individual pig-iron production of it's various provinces is difficult to find. It is not meant to imply, for example, that Hungary produces 0 tonnes of pig-iron within Austria-Hungary.

There are several independent nations in the list that I simply couldn't find the pig-iron production of and are not to be taken as zero tonnes per quarter:
1. Netherlands
2. Poland
3. Mexico
4. Brazil
5. Chile

Notice the formula given for building a new H is 0 tonnes for a nation with no H. Hence at the next quarter, all the nations without any H at start can have 1 H.

3

Tuesday, February 18th 2014, 9:21pm

Theoretical Background

Afterword
In this following section I explore the math behind some of the numbers defined in the rules as well as the thought that went into them. I hope this section provides some further insight and food for thought.


The most necessary item in such systems, given we are not playing a semi-automated game, is simplicity. This will be the overarching theme and force a lot of the later decisions.

The economic system should reflect these issues:
  1. Separate Heavy and Consumer Industry Trackers.
  2. Trade (Overland and Marine)
  3. Rising and Stagnating Economies
  4. Rebalanced ROI on heavily industrialized countries.
  5. War Economy / Deficit Spending
  6. Industrial Decay

The military/technological system should reflect these issues:
  1. Maintenance Costs
  2. Air/Land/Naval force production
  3. Military Combat System
  4. Research System

Well... why are these issues so important?

1. Separate Heavy and Consumer Industry Trackers
The Wesworld system doesn't account for anything occurring in an economy besides steel production. Given how importance the part of the industry that isn't involved in war-making potential, this seems quite necessary.

2. Trade (Overland and Marine)
Wesworld doesn't have any rules at all regarding trade. Whilst that simplicity is nice, it also results in very little diplomacy. In Wesworld you get old ships sold and maybe a foreign factory investment once in a blue moon. Not to mention there's no incentive to having such a foreign factory investment. In addition, the lack of trade implies nations are self-sufficient and does not discourage war. Whilst this is not an issue in Wesworld (because of the cumbersome scripting system), it would be if the military system was revamped to be more feasible.

3. Rising and Stagnating Economies
In the world, industrialization of undeveloped nations is an extremely powerful force. It exerts itself on diplomacy and war-planning. A real life example would be China. It's industrialization started to break the status quo and thus forced various re-alignments of the Pacific nations. In a sense, because this is not present in Wesworld, we see the status quo persist very long.

4. Rebalanced ROI on heavily industrialized Countries
Having done some math on the ROcI of various nations in Wesworld, it has come to my attention that not only do undeveloped nations not have any edge in industrialization, they actually have it much more difficult. The Wesworld rules state:

Quoted

New factories may be built during the simulation. They cost 10 pts to produce. A factory that is half-complete may begin limited production, at the rate of 500 tons per quarter, in the quarter following the investment of 5 points; A factory is fully complete following the investment of 10 points and begins production at a rate of 1,000 tons per quarter following completion. ... In each quarter each factory produces either 1,000 tons of warship material (for warship construction) or 0.1 pts of industrial material (for infrastructure upgrades/construction).

I'll separate the ROCI into 3 cases. I'll first find the time needed to break even and then the amortized ROcI per quarter over a period of 50 years (200 quarters).

1) 1 point per quarter is invested into the factory until half-completion status, then stopped.
It takes 50 quarters to reach half-complete status. It produces 0.05 pts per quarter afterwards so it takes 100 additional quarters to break even. A total of 150 quarters.
The ROCI per quarter (50 years) is (2.5 + 5)/200 = 3.75%

2) The factory is invested in at a rate of 0.1 point per quarter.
It takes 100 quarters to complete but produces 0.05 pt from the 51th quarter to the 100th quarter. At the 100th quarter, 2.5 pts have been produced. It takes an additional 75 quarters to break even. A total of 175 quarters.
The ROCI per quarter (50 years) is (10 + 2.5)/200 = 6.25%

3) The factory is completed immediately.
It takes 0 quarters to complete but only starts producing after the first quarter. It takes 100 quarters to break even. A total of 101 quarters.
The ROCI per quarter (50 years) is (9 + 10)/200 = 9.5%

Practically speaking, if Wesworld USA (30 factories) invested 33% of it's factories towards new factories, it would produce a factory per 10 quarter. The amortized growth per year over 50 quarters is 1% per year. The ROCI for each factory is 8.5%

If we took Romania (6 factories) invested 33% of it's factories, it would produce 1 new factory per 50 quarters. Ignoring the additional factory's production the amortized growth per year over 50 quarters is 1% per year. However, the ROCI for each factory in this case is 2.5%.

This means in naive terms, small and major industrial powers grow at much the same rate given the same investment, but the ROCI is close to 3 times worst for small industrial nations. That is, it is almost 3 times less efficient to build factories in low industrialization nations as compared to high industrialization nations. The former attribute (nominal growth) is true to reality (capital begets more capital), but the latter attribute (ROCI) is undesirable.

Given that growth of companies shrink as their ROE and competition increases (both which are simulated by high industrialization), this is the complete opposite of reality. It is also a death sentence to any nations that wishes to grow. Not only are major nations growing slightly faster in percentage (a lot faster nominally), they are also making a much worst investment.

In the long run (over 200 quarters or 50 years) this gap starts to even out with the US at ~9.5% and Romania at ~8.1% but in the long run we're all dead. This is of course ignoring the absurdly high cost of per factory currently in Wesworld.

5. War Economy / Deficit Spending
In general what we consider "war economy" can be interpreted as deficit spending. Sectors of industry expand only if there is a better profit expanding that sector versus another sector. Whilst industry can never be wholly efficient due to structural costs and other stickiness, it is quite efficient.

War economy doesn't produce "new industry" but rather converts existing industrial sectors to one that the government chooses. As we assume the industry was at a nearly efficient state, such a change means efficiency is lost. There is not enough profit in the sector to sustain the businesses moved. As a result those businesses lose money. To counteract this governments artificially prop the demand (at the target price). Essentially this results in governments paying businesses to remain inefficient. Money doesn't grow on trees and as expected governments do this only be deficit spending.

Wesworld's base system simulated this deficit spending to some extent as the decay of industry after putting the country on war footing. This sort of feature is desirable for various reasons besides it's presence in Wesworld.

6. Industrial Decay
When factories are idle, that indicates excess capacity. Excess capacity is also capacity that is losing money, since they aren't doing anything useful. In reality such factories are closed up and the capacity disappears. It seems to be a lot of hassle to simulate this given our usual opinion is that it's not very important. However, I'd like to share an anecdote to display how fearsome this really is.

I stumbled across this whilst trying to find the pig-iron and steel production of China in 1870 for the joint proposal with Snip. The province of Shanxi in China produced about 160,000 tons of Pig-Iron in 1872. In 1898, the production of pig-iron by Shanxi had dropped to 50,000 tons. These estimated were made by a German and some other foreign nationals estimated the production capacity and confirmed by the provincial governor. In 26 years, the province's production declined by 68.75%. Artisans who had worked on pig-iron had turned to other fields.

The reason was that pig-iron imported from other nations through Guangdong was cheaper. This was not because foreign pig-iron was produced significantly better, but because the poor state of infrastructure in China meant the transportation cost of exporting pig-iron from Shanxi to other provinces was too high relative to imports. One has to remember Shanxi is a mountainous landlocked province. In short, the high cost of transportation turned Shanxi's capacity into excess capacity which decayed as a result.

A more stark example would be that of Hanyang Iron Works in China. In 1910 it produced about 130,000 tonnes of steel. In 1912, it produced 93,336 tonnes of steel. This marks a decline of 28.2% over two years. In this case, civil unrest caused the decline.

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1. Maintenance Costs
It was proposed that the lack of maintenance costs in Wesworld lead to the size of Wesworld fleets. Certainly the shear idea that nations in Wesworlds could maintain multiple super-battleships, provided they first built them, seems a bit preposterous. After all, in reality the operating cost of such ships is what lead to the massive retirements in the USN after World War 2.

At the same time, we don't want something like Navalism's maintenance system. As Kasier Kirk put it, "I found swapping between reserve/active/mobilized, and tracking training rates and ammo supplies....burdensome".

Maintenance is a necessary evil to keep forces in check, but not a fun one. We want to simplify this as much as possible.

2. Air/Land/Naval force production
Complaints were made regarding the lack of land/air force simulation. This has been credited as the reason for some absurdity in the land and aeronautical fields. Hence, we want to expand these sections. The naval system is for the most part fine and should remain mostly intact.

Needless to say, these items are important because the military is important.

3. Military Combat System
Wesworld doesn't really face this issue because most wars are scripted, but we had a ton of experience with this in Navalism. Since the scripted war system is seen as undesirable, we clearly need an unscripted combat system.

As experience in Navalism showed, the ad-hoc method is extremely time-consuming and unsatisfactory to the participants. In most of the wars the losses seemed a bit arbitrary, the land/air forces were mostly ignored. In the Chinese Civil War, individual designs were reduced to numbers of X type ships and zones. For a forum devoted to ship design (which Wesworld also is), this meant your ship design essentially didn't matter. Even then combat took so long (about the same as the war on the Korean peninsular here) that essentially I became too busy to continue.

To streamline this, we need some sort of semi-automated military system without resorting to actually playing a game.

4. Research System
Wesworld's lack of a tech system led to many arguments (or so I'm told). I don't remember many arguments over the contents of the tech tree in Navalism, but there definitely was a feeling of unfairness. In Navalism, the number of items you could research at any one time was directly limited by the amount of BP (or tonnes of steel) you produced every half-year.

Hence large nations (industrially) had an advantage over smaller nations. Given that there was no catchup mechanization in Navalism (one was introduced very late in the sim but was still subpar), this forced many nations into research trades. But this wasn't really reflective of reality.

The size of a nation's research program and it's industrial output were not in a causal relationship. They were simply correlated. In reality, the primary force behind research projects and their relative "frontier-ness" is money. Wealthier nations have larger research programs, not necessarily nations have more heavy industry.

Another issue with a concrete tech system is most are tied with dates. The dates themselves are not indicative of how impossible that idea was to realize. For examples most of the things developed in WW2 were not strictly speaking impossible for the era of 1930 to develop (save for certain things that metallurgical and various other things needed to catch up on). It was a matter of the size of investment. If WW2 did not happen, it is likely the technological developments would have remained out of the private sector's investment capabilities out in to the 1950s or 1960s. But it is certainly possible to have developed them earlier given enough interest.

But if we remove years we encounter the problem of hindsight-itis. Even if not done on purpose, it's very likely a technology race will lead there within the sim. One way to prevent this would be to create a highly interconnect system of requirements to reflect realities like poor metal quality. However, that's talk for another section.

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Tackling the issues abstractly
All in all we had 10 primary issues that the system should solve. They are, for reminder, the following:
  1. Separate Heavy and Consumer Industry Trackers.
  2. Trade (Overland and Marine)
  3. Rising and Stagnating Economies
  4. Reduced ROI on heavily industrialized countries.
  5. War Economy / Deficit Spending
  6. Industrial Decay
  7. Maintenance Costs
  8. Air/Land/Naval force production
  9. Military Combat System
  10. Research System
To create a simple and easy to understand system, we first want to find ways to compress this.

I am going to propose an economic system consisting of two currencies and one semi-static value: Heavy, Consumer Industry, and Population.
These will be denoted by the symbols H, C, and P respectively.
  • Heavy industry will produce the items needed to construct a vehicle, an aeroplane, and a naval vessel.
  • Consumer industry will produce the goods and services not covered by heavy industry. Everything from washing machines to dining establishments.
  • Population is what it says on the tin. This is the semi-static value.

Heavy industry and Consumer industry will be related to each side such that neither is more important than the other. This is key because we don't want the other currency to simply be an add-on, otherwise there would be no point to it. An unbalanced relationship between two currencies implies that one of them could serve both. Hence, balancing them ensures that we cover more base (since we noted one currency doesn't simulate enough of reality).

Heavy industry should build both industries, but Consumer industry should decay both industries. Hence in this fashion, both are equally important.

Now why would heavy industry build both? Well, machine parts would fall under heavy industry and such parts are vital to factory construction.
What about consumer industry? Here I inject a little retroactive thinking. We want a way to simulate corruption, civil unrest, different government types, etc. I propose that:
  • Consumer industry is responsible for keeping the population happy (food and circus). Hence, if consumer industry is not quite up to snuff for the nation, it should suffer from negative effects. This is industrial decay (this affects both industries). What is "up to snuff" is determined by the amount of Consumer industry versus the size of the population.

Now Heavy and Consumer industry are not exchangeable, except in a special case - war economy. In the previous section, I talked about how war economy is the rearrangement of existing industry and that it is deficit spending because it's inefficient. Hence I propose this:
  • When war economy is declared, A of the current Consumer industry is converted into Heavy industry. After war economy ends, the industry is converted back into Consumer industry.

Where A is some value less than 100%. This seems simple, but it actually fulfils a number of functions. First when in war economy, war-making potential increases. Second, the increase is not completely efficient. Third, this inefficient increase comes at the price of deficit spending. Remember how I mentioned consumer industry is responsible for keeping the population happy and industry decays if it doesn't? In war economy, you subtract 50% of your consumer industry! For most if not all nations, this should drop consumer industry below satisfaction point and cause industrial decay! Hence this simple rule accomplishes 5 and 6 of our primary issues.

Another thing to notice is that beyond the point where consumer industry satisfies population demand, consumer industry is worthless! We also notice by definition, consumer industry should be low in undeveloped nations. Hence we establish something we want to trade from developed to undeveloped nations. Now we also need to make a mechanic to prevent a global excess of consumer industry to prevent ridiculous war economies, but we'll address that later.

To recap, the outlined rules cover the primary issues 1, 2, semi-3, 5, and 6. Great! On the economic system of things we only have primary issues 4 left and 3 to wrap-up.

The goal with issue 4 is to have nations with the same investment ratio growing at relatively the same speeds regardless of the level of industrialization, but the ROCI be much much higher on undeveloped nations as compared to ROCI in developed nations. To this we have to keep in mind: What defines undeveloped versus developed? What affects ROCI?
To those two questions I answer:
The "developed-ness" of a nation is proportional to the C/P ratio (Consumer industry per Population).
ROCI is affected by output per year and the cost to build. For simplicity, I won't stray from the 1 Heavy = 1,000 tonnes metric.

As such I propose:
  • H_{n + 1} = H_n + k(C/P)
or more generally,
  • H_n = kn(C/P)

Where k is the additional cost per new industry and C/P serves as a modifier of this cost based on level of industrialization.
It does not require knowledge of the previous sim report save for the amount of H, C, and P in the previous year. This reduces the amount of error that could be introduced relative to some other schemes I had inside my head. It also only requires basic arithmetic, making the bean-counting quite easy.

In addition, this provides an incentive to not build too much consumer industry. It makes Heavy industry very costly!
But what if a player decides to only build Consumer industry, ignoring Heavy industry? Wouldn't it would be unaffected by this rule?
Well, such a player would have nothing in the way heavy production normally. They would be unable to build a military.
In addition, don't forget HEAVY industry is responsible for the building of both industries. Naturally the growth rate of such a player nation would start to slow.

If we also add a rule increasing the cost of consumer industry as you build much (abet at a lesser rate), then it strongly discourages such behaviour.
  • C_n = qn(C/P)
Where q < k.

At the same time this solves the problem of issue 3. Nations that are heavily industrialized cost a lot more to build in their own nation than to invest in a foreign nation, hence a cause for trade.

As an addendum, population isn't counted as a currency since it's mostly static and cannot be traded/used.
Population should grow at 0.25% per quarter, and this is derived from "Population Growth and Agrarian Change: An Historical Perspective".

------------------------------------------------------------------------------------------------------------------------



All the economic issues are now semi-solved. Let's go to the military issues. As a reminder they are:
  • 7. Maintenance Costs
  • 8. Air/Land/Naval force production
  • 9. Military Combat System
  • 10. Research System


First let's tackle issue 8. To reflect the fact that you can't simply decide to produce all tanks one quarter and then all ships another, we'll limit production by infrastructure. I'll explain what I mean by this:


Ships production in Wesworld is limited by number of slips. This requires a bit of reworking, since "slips are dual use, and shouldn't be fancy or hard to assemble." - Kaiser Kirk. Ignoring that for the moment, however, I suggest we do something similar for air and land forces.

Land forces are split into mechanical (artillery, vehicles, rifles) and organic (the person who is a soldier). Keeping track of both, however, would be excess complexity. The maximum production capacity of land forces should be limited by the number of such land factories or Barracks. (Please suggest a better name)

Air forces should be limited by the number and size of air fields. I know air planes are not produced in air fields, but it represents the operable capacity of airplanes. Of course, like slips, it doesn't determine how many airplanes you can keep inoperable. For the simplicity of having only 1 infrastructure to keep track of versus two, I merged the two roles.

But this system still leads to the very large fleet size (and now air/land force). Hence maintenance costs are crucial.
However because maintenance costs imply a necessity to bookkeep all your forces, we don't want to have more than two possible valuations for it. Ideally, we want something that only has 1 valuation, since we can just aggregate the whole force before computing the maintenance cost. However, for certain forces we can't do that. We want there to be differences between the cost of a carrier, submarine, destroyer, and another surface combatant. We want tanks and infantrymen to be counted differently.

Hence I propose this set of rules:
  • Naval_maintenance (Quarterly) = Tonnage * Z * 1%
  • Naval_cost = Tonnage * W

Where Z = 1.5 for submarines/destroyers, Z = 3 for carriers and W = 2 for submarines. Those not mentioned have default values, Z = 1, W = 1.
If the numbers seem a bit arbitrary, it's because they are. Mostly recycled from familiar numbers in Navalism.

  • Air_maintenance_active (Quarterly) = Tonnage * 5%

or
  • Air_maintenance_reserve (Quarterly) = Tonnage * 2.5%
  • Air_cost = Tonnage * 3


The numbers are derived from some figures of the P51 Mustang. The Mustang cost ~$50,985 to make in WW2, burns ~$14/hr or ~$42/hr including maintenance. The max weight of a Mustang was ~7 tonnes. The expected operational time was ~30 hours. The numbers are all in WW2 dollars. Hence, a squadron (the unit to operate on) of 25 planes, a maximum tonnage of 175t costs $1.27 million WW2 USD. By contrast, the Iowa battleship costs $120 million USD and displaces ~45,000 tonnes Standard. I neglected to count for the cost of the pilot and maintainers, so I'll just simulate it by using the same pay for the pilot (~$420) as a US army grunt in national service. The total maintenance cost for a squadron is 23% of the unit cost and the USD/tonnes ratio is 7. For the Iowa BB, the USD/tonnes ratio is ~2.6. Hence the cost is about 3 times more than that of a BB. Such information is sprinkled around on the internet and isn't very difficult to find so I'll retrain from explicit sources for this.

  • Land_maintenance_active (Quarterly) = Tonnage * 4% + No. of Divisions * 0.1

or
  • Land_maintenance_reserve (Quarterly) = Tonnage * 2% + No. of Divisions * 0.05
  • Land_cost = Tonnage * 50 + No. of Divisions * 0.5


The numbers are derived from figures on the M4A3(76)wet HVSS/T80 Sherman. The cost of one was ~$54,836 and the weight was 33.7t. I can't find a life-estimate for the Sherman, so I'm using the life-estimate of the Panther's engine instead. The engine not being the source of the Panther's low reliability, I'd say it approximates the Sherman. The Panther engine had an average expectancy of 1,000 km. This particular Sherman type has a cruising range of ~161 km on road and a fuel capacity of 168 gal. In 1945, the price of fuel was ~$0.21/gal. Hence the operating cost total, if the engine reached it's limit, would be $219. This is roughly 4% of the base cost. Given the USD/tonnes ratio of 162 for the Sherman and the ~2.6 ratio for the Iowa BB, the cost per tonnage should be ~62 more. Since 62 is not a pretty number, I'll arbitrarily lower it to 50.
[Price of Sherman - http://web.inter.nl.net/users/spoelstra/g104/cost.htm][Weight, Range, and Fuel Capacity - http://afvdb.50megs.com/usa/m4sherman.html]


The average pay of a US grunt in foreign service (in civilian terms) was $3,600/yr (~$420 for within US in military terms, ~$540 in foreign). The cost to train the US grunt would be the cost of equipment (~$170) plus the pay per year ($3,600) multiplied by the time they spent in training. Before the rapid expansion of the US army, the training period was ~7 weeks. There are 52 weeks in a year so, roughly 13.5% of the year. Hence the cost of 1 infantryman (with no ammo, etc.) would be ~$650. We can bump this value up a bit to ~$700 to account for ammo, etc. The smallest unit of operation would be the division, which I shall define as 10,000 front-line troops. Hence the cost of 1 division is $7 million USD. The maintenance cost is $5.4 million USD, or 77% the base cost. I shall tie this cost to produce a division to about a fifth the USD/tonne ratio of the Iowa BB, simply because it's the lowest of the ratios. This implies a division costs 0.54 H. I rounded this down for a nicer number.
[US Infantry Training Time - http://www.ww2gyrene.org/boot_camp.htm][US Infantry Annual Pay - http://www.usmm.org/barrons.html][Bad Source, US Infantry Equipment Cost - http://www.armoryblog.com/firearms/cost-equipping-soldier]

I separated the maintenance costs here between active and reserve

This seems to cover issue 8, so let's move to issue 10. Research System Issue 9 is quite complex and not something I want to enter into at the moment.
Ideally, we want research to be something not directly tied to Heavy industry, to go at a higher speed given more experience researching or doing stuff in the field. Hence, research speed is multiplied by theory and practical experience.

However that would require keeping track of two numbers per research fields. Certainly not simple on the bookkeeping so the idea needs to be modified a little.
Remember when I said the currencies needed to balanced? Well currently it's not balanced since Heavy is used to produce things, but Consumer is not. I didn't mind at that point because I had planned Consumer to produce Tech Points, which would make the currencies balanced.

Each point of Consumer industry produces 0.5 Research Point. If someone has already finished researching the technology, the cost to research it decreases 4% of the base cost per quarter until it hits 20% cost. It'll hit this minimum cost 5 years (20 quarters) after it was first researched. Note that it is the amount needed to complete that drops down, and any already invested point is unchanged.

For example, say 1936 artillery costs 500 research points and has already been researched by someone. You start putting in 50 research points per quarter before any decay occurs.
Quarter 1: 50/480
Quarter 2: 100/460
Quarter 3: 150/440
Quarter 4: 200/420
Quarter 5: 250/400
Quarter 6: 300/380
Quarter 7: 350/360 Stop Investing
Quarter 8: 350/340 Completed (You don't get excess points back!)

The person who first researched it would have had to go through 10 quarters to get the same tech at a rate of 50 points per quarter.

Take the same situation but in the year 1941 (5 years or 20 quarters after it was researched). It now costs 100 points and at a rate of 50 points per quarter, you'll complete it in 2 quarters.

To include specialization of research, we'll add bonus research. Every time you use research points in a particular field, you gain 10% of that research point back as fixed research points. These fixed points can only be used in the field they were generated in. They also decay every quarter at a rate of 10%. Once one of these fixed points decays to 0.1, they disappear.

4

Tuesday, February 18th 2014, 9:31pm

Quoted

Since the scripted war system is seen as undesirable, we clearly need an unscripted combat system.

I am still digesting all the other elements, but I do not think that this is a universal assumption; it certainly is not mine. I do not favor an unscripted combat system.

5

Tuesday, February 18th 2014, 10:05pm

Not sure if I like those proposals... it would maybe be helpful to modify the industrial system of wesworld but especially with the military stuff I agree with Bruce.
I always liked the fact that the rule framework of Wesworld is as laissez-fair as it is. It can be a lot of work sometimes and the proposed ruleset can perhaps help with that. However if I was constricted by such a severe set of rules, I don't see the advantage of playing wesworld, I could play a "real" game like Hearts of Iron 3 or something like that which would do all the work for me.
Furthermore I would think that minor nations would become even less desirable to play then they already are.

6

Tuesday, February 18th 2014, 11:01pm

First of all ...... HOLY MOLY !!!!!! PHANTASTIC WORK !!!!!!

I need some days to read and understand all these points ;)

7

Tuesday, February 18th 2014, 11:08pm

Quoted

Since the scripted war system is seen as undesirable, we clearly need an unscripted combat system.

I am still digesting all the other elements, but I do not think that this is a universal assumption; it certainly is not mine. I do not favor an unscripted combat system.
While I think a totally unscripted system is not viable, having some ability to generaly define a conflict within the rules may be a positive thing depending on how it is done.
You smug-faced crowds with kindling eye
Who cheer when soldier lads march by,
Sneak home and pray you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

8

Tuesday, February 18th 2014, 11:43pm

Quoted

Bruce & Daidalos - I do not favor an unscripted combat system

Understandable, and that was not my intent. It merely seemed to me whilst browsing the threads within this particular forum that there seemed to be this sentiment. Seeing as this seemed to be the popular thought, I moved towards that direction.

However you will notice even what has been defined in the combat system is fairly broad and ad-hoc. It resembles a board-game more than a semi-automated game, which would be the domain of the hearts of Iron or Wargame series. Another important aspect is that the only way the combat system is connected to the rest of the ruleset is the effect of reserve/active status on the combat system. The combat system itself does not affect the ruleset, hence it could be removed rather easily if desired.

However, my personal stance is a semi-unscripted system is necessary. In a sense this allows wars to happen because otherwise, like Hoo mentions, players will not permit wars where they lose something. In addition, my viewpoint that some sort of combat system needs to be defined is mentioned in the Afterword.

If a semi-unscripted system is undefined, meaning it works ad-hoc, in general it will result in huge delays and surprises for the players involved. Rules must be generated to govern the war on the fly, tools must be gathered up to be used, etc. Having some sort of base system ensures a sem-reliable outcome and set of tools to be used that speeds up war simulation. Making it a simple base system would leave a lot of flexible for the players to decide without dramatically increasing the war simulation time.

I do agree, however, that a completely unscripted combat system is nonideal.

Quoted

Daidalos - Furthermore I would think that minor nations would become even less desirable to play then they already are.

It seems a bit strange to me that you think the proposed system makes minor nations less desirable to play.

Within the ruleset are several accommodations for minor nations.
  • Industry is much cheaper for undeveloped nations
  • The rates of return is much higher for Industrial Construction
  • It is relatively non-difficult (by appearances) for a nation to remain up to date in technology


I mentioned in the afterword, but you may not have seen, the time to break even on industrial investments in current were on the order of 100-200 quarters or 25-50 years. In addition, larger nations took less time than smaller nations to break even. Hence it seems to be Wesworld makes minor nations undesirable to play and this proposed ruleset makes them more desirable.

For the reasons mentioned above I am quite confused on the origin of your particular viewpoint on this issue. This is provided that you are not talking about the desirability of playing a nation as a function of it's military capacity. I would have thought strange things like Luxembourg defeating Germany being quite undesirable.

Quoted

parador

Thank you for the kind words, I look forward to your feedback.

9

Wednesday, February 19th 2014, 1:48am

I just fear that introducing some kind of combat system would somehow need to translate economic data into military values such a system. It would have to be abstract and standardized and would thus, like any system, cut the room for assumptions. This can be a desirable effect of course.


However, the nonstandardized and open nature of wesworld is the main reason why I am enjoying it. I don't need to abstract gamefacts into numbers and values but can make just some assumptions. I don't have to deduce military or economical developments from standardized values but can, with just some common sense and valid arguments, convince other players that certain developments make (more or less) sense. On the other hand, I don't have to be abstract, where I don't want to, I can just state that Division XY won the battle because commander yz is a tactical genius for example.
Take the China-Chosen conflict for example. If I was tied a little bit more to "hard facts" and had less scope left to make assumptions (like for instance the assumption that the average division of Chosen performs better than the average division of China) this conflict would have been over after the first two weeks.
This would be the main reason why I would believe that a combat system bears the risk that minor nations would be undesirable to play at least for military/war centered players like myself: because you would be much more constricted to your economical and demographic base values.
On the other hand I could not imagine a satisfying combat system which would cover "soft values" like leadership, morale, organization, motivation and things like this without beeing a pain in the ass to use, at least if it works like the current simreports

Complexity would be another problem which could occur with streamlining wesworld into a framework. I find it already burdensome to do my simreports, bothering with excel sheets and calculating unit upkeep, industrial growth and stuff would be nothing I would like to do in my freetime. But maybe that's just me.

10

Wednesday, February 19th 2014, 2:05am

Sorry if my feedback was mostly negative. I really appreciate the fact that somebody thought about a new concept and took the time to work it out in such detail.

11

Wednesday, February 19th 2014, 3:14am

My viewpoint is that the purpose for a minimum combat system framework is to prevent certain players from "not playing nice".

Scripted combat systems have the advantage of being really quick to start and wrap up since many of the things are already decided. However, such a system requires trust between the opposing players, that the other side will accept reasonable losses, as well as trust that the other player will be as serious about the conflict's details as you are.

There are cases where that is infeasible, simply because some players don't keep their force information at least somewhat up to date or even keep any indication of force size. Another case is where a player cannot be trusted to accept reasonable losses, and instead tries to go far beyond their nation's actual capabilities. This would be the equivalent of the player of Luxembourg insisting that Luxembourg can defeat Germany.

In such cases, a unscripted, semi-defined combat framework is needed to make sure they don't pull a fast one on the other player. Since I am a pessimist, I do not believe most players will be trustworthy and as such I see a lot of merit in a combat system. On the other hand, an optimist might see no problems with a scripted combat system at all.

Since this opinion is quite varied, I purposefully designed the combat system proposed to be practically completely independent of the rest of the ruleset.