Since I mentioned this over in
a recent thread, I thought I'd reference how I set up the rules.
Basic Principles:
I set the game up so we have nine player countries, all second or third-rank nations. Because I had a bit of a rough experience with another Discord-based naval sim that got...
way too complicated, I wanted to keep things as streamlined and simple as possible while still using the tried-and-tested rules from Wesworld. As a result, I set things up for annual (rather than quarterly) budgets, and adjusted factory counts accordingly. I made a total of nine nation slots in three tiers, and this is our current nation lineup:
Tier I
* Confederation of Aguilla: 22 factories
* Vesperian Confederation: 20 factories
* Republic of the United Provinces of Valbara: 18 factories
Tier II
* Realm of Nur Phong: 16 factories
* Confederation of Bantuo: 14 factories
* Commonwealth of Nenan States: 12 factories
Tier III
* Kingdom of Beringia: 10 factories
* Kingdom of Söleisia: 8 factories
* Unclaimed: 6 factories
As explained above, since the budgets are based on years rather than quarters, the factory counts should be divided by four to get their Wesworld equivalents. In this system, a 24-factory nation in SeaStates would be a 6-factory nation in Wesworld.
Most of our other rules are broadly similar, although I changed the infrastructure setup. In SeaStates, 100 tons of warship materials buys 1 IP, and 1 IP allows a standard slip to be lengthened by 1 meter. Ergo, a 120m slip costs 120 IP. Another small tweak I made to the SeaStates rules is that the annual budget has some flex in it: we use a die roll to determine how much Congress / Parliament / Dictator funds the Navy's construction plans for the year, with a variance of -20% to +20%.
These minor tweaks to the Wesworld rules made, I introduced one major difference. Every nation has six "National Characteristics" and one "National Challenge." Characteristics identify whether our small nations are capable of designing and building warships on their home turf. One characteristic allows the nation to build hulls; a second covers armour; a third covers guns; and the fourth covers engines. Pick them all and your nation can build anything allowable - although I did restrict this slightly by Tiers. Tier II countries, for instance, are limited from building capital ships, but they might be able to figure out a ship of up to 10,000 tons, just as an example.
But Characteristics also cover other potentially important things, like whether or not the nation has a naval officer's academy, or a large merchant marine, or if Parliament is particularly reliable at funding naval projects reliably year after year. So a player may choose to forgo the shipbuilding characteristics entirely, buy their warships from exporter yards, and concentrate on making their navy particularly skilled.
My Country Right or Wrong
For example, I'm playing the Tier I "Vesperian Confederation", which is perhaps best described as "Switzerland if it inhabited Chile." ...or maybe Norway. A long skinny country stuck between the mountains and the sea, with a few dozen cantons speaking a mix of
Not English,
Not German, and
Not French. Think Canada has it bad with bilingual requirements? The Vesperian Confederation is trilingual, which means the navy has three official names in each language: the
Vesperian Confederation Navy, the
Marine Federalé, and the most-commonly used
Staatenbund Kriegsmarine.
Not German is acknowledged as the Navy's command language, so all shipboard commands are given in
Not German - but that doesn't necessarily mean it's the primary language for all officers.
For my six national characteristics, I chose the following:
-- 1.
Shipbuilding Capability (Tier I): Vesperia is capable of building complicated warships such as a cruisers or capital ships in their own local shipyards.
-- 2.
Engine Manufacturer: Vesperia is capable of manufacturing marine powerplants such as diesels and steam turbines within five years of their invention elsewhere.
-- 3.
Large Merchant Marine: Vesperia has a larger merchant marine than average. In wartime the navy can hire civilian ships as naval auxiliaries (supply ships, auxiliary cruisers, etc) and can call on a larger reserve of officers and sailors.
-- 4.
Naval Academy: has an academy for naval officers that is recognized for good graduates. Requires keeping a training ship in the naval order-of-battle.
-- 5.
Stable Government: The Vesperian government maintains a fairly consistent level of spending to the military every year. The annual variance drops from
20% + or - to
10% + or minus
-- 6.
Growing Economy: add another factory every ten years.
So, as you can see, I can build warships in my home shipyards, but I have to buy guns and armour from a manufacturer abroad.
My national challenge, by the way, is that the Vesperian Confederation has a teeny-tiny problem where they are economically dependent on one particular foreign country that happens to be
notBritain.
"Oh, you want Most Favored Nation States? For the thirtieth year in a row? I... guess... we can do that..."
This being 1890, I have a smattering of miscellaneous ironclads, a curiously-unarmoured iron-hulled sailing steam frigate based on HMS
Shah, a few composite corvettes, some torpedo boats, and my favorite ships of the period: a duo of Elswick cruisers, and an octet of Rendel Gunboats. Yes, I
did shamelessly fit a 10" naval gun on 300 tons light displacement!
1x 1865 ironclad monitor (Zittauer)
1x 1870 iron frigate (Schlössi)
2x 1873 central-battery ironclads (Fierswalden, Hauteville)
2x 1880 corvettes (Wildenstein, Bergen)
4x 1882 gunboats (Tiger, Fang, Leopard, Wolf)
4x 1885 corvettes (Langenthal, Weisslingen, Portmeirion, Fischenthal)
2x 1885 colliers (Möwe, Albatros)
4x 1885 torpedo boats (Haifisch, Orca, Walross, Seehund)
2x 1886 protected cruisers (Confederation, Castelmur)
4x 1888 gunboats (Falke, Adler, Kondor, Drachen)
4x 1889 colliers (Rüeggisberg, Etzel, Grimsel, Simplon)
1x 1889 torpedo boat tender (Schleitheim)
2x 1889 torpedo gunboats (Zauberin, Sultanin)
So, that's a brief synopsis. Obviously there's a lot more I can get into, but that covers most of the main points. If anyone wishes to observe (or fill our last little six-factory power), feel free to use
this link.