Land and Air Technology of the Empire

Started by ctwaterman, August 30, 2009, 10:32:21 PM

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ctwaterman

Under Construction

This Is now current starting December 1919
If its in Blue I am working on it...
If its in Red I have it as of the above date
If its in Green I have it through a trade and cant trade it to you without permission.
If it is in Black I havent started it or dont have it yet.

Army and Air Technology

Line Infantry Weapons
1870 Primitive (-2) Rating 2 Artillery 0.5
1885 Dated (-1) 3/1
1895 Baseline (0) 4/2
1905 Advanced (+1) 5/3

1915 Cutting Edge(+3) 6/4

Special Units Weapons (Cavalry/Light&Mountain Infantry Weapons - more mobile than Line INF, with half the Artillery rating)
1870 Primitive (-2) Rating 2 Artillery 0
1885 Dated (-1) 3/0.5
1895 Baseline (0) 4/1
1905 Advanced (+1) 5/1.5

1915 Cutting Edge (+1) 6/2

Army Mobilization and Reserves:
1895 Dated (-1): Can maintain one reserve unit per 2 active strength units
1900 Baseline (0): Can maintain one reserve unit per one active strength unit
1905 Advanced (+1): Can maintain two reserve units per one active strength unit

1910 Cutting Edge (+3): Can maintain three reserve units per one active strength unit.
1910 Cutting Edge (+3) OR at General Mobilization can begin moving units from depots on day 5

CBR warfare:
1880 Baseline(0) Blankets with smallpox, trebuchets with dead animals.
1905 Advanced (+1): Tear-producing substances, chlorine,plague fleas and rats etc.

1910 Cutting Edge (+3): Phosgene
1915: Futuristic (+5) mustard gas, anthrax spores
1920: Terrifying (+7) Early nerve gases,

Heavier-than-air crafts
Baseline: None, perhaps a few private experimenters with gliders
1902 Advanced: Primitive flying machines: Wright Flyer, Langly Aerodrome etc. 1906 historical year
1906 Cutting Edge: Historical 1910 aircraft level

1910: hostirical 1914 aircrafts
1913: historical 1916 aircrafts
1917: historical 1918 aircrafts
1920: historical 1922 aircrafts
1928: historical 1930 aircrafts

Dirigible airships

Dated: None
1898 Baseline: Type 0: Volume 10 000m³ nonrigid airships, 30kts
1905 Advanced (+1): Type 1 Volume: 20 000m³ and 4 tons military payload over 700 nm speed 40 kts
1910 Cutting Edge (+3) : Type 2 Volume: 40 000m³ and 9 tons military payload over 1200 nm speed 50 kts
1915: Type 3 Volume: 70 000m³ and 16 tons military payload over 2200 nm speed 60 kts
1920: 4 Volume: 130 000m³ and 31 tons military payload over 3900 nm speed 65 kts
1925: Volume: 210 000m² and 60 tons military payload over 5200 nm speed 70 kts

Anti-aircraft gun and altitudes
Baseline (0): High angle anti-ballon guns or machine guns (up to 1 pounders) = 1,000 feet - starting point for everyone.
High-angle anti-balloon guns are perfect for that role.
1908 Advanced (+1): High angle anti-air guns (20-40mm) = 5,000 feet
1914 Cutting Edge (+3): High angle artillery (40-80mm) = 15,000 feet
1925 Futuristic (+5): High altitude artillery (80mm+) = 30,000 feet

Anti-aircraft Guns and Directors

1903 (-1):  Machine gun caliber weapons aimed by hand and eye. Field guns firing non-AA specific ammunition.
1910 (0):  Purpose designed weapons and ammunition, including hand adjusted timed-fused shells for larger calibers, and tracers in machine guns and autocannon.
1918 (+1): Improved timed fuses. AA fire plans. Central post AA fire control.
1926 (+2): Improved ammunition supply for automatic weapons. Early AA fire control tables. Dual Purpose guns.
1936 (+3): Mature AA fire control. Radar guided AA fire control. Proximity fuses for guns larger than 75mm.

Amphibious Technology
Baseline(0)  lifeboats and the use of enemy harbors.
1905  Advanced (+1) shallow draft barges and shallow draft support ships

1910 Cutting edge (+3)  LST ships
1920 Futuristic (+5) Landing support ships and LST carriers
1928 Ultimate (+7): Mulberry harbors and amphibious vehicles.

Railway guns
1900: Baseline (0): Railway guns of up to 150mm, armored trains
1905: Advanced (+1): Railway guns of up to 254mm
1910: Cutting Edge (+3): Railway guns of up to 356mm
1915: Futuristic (+5): Unrestricted calibre railway guns

Motorization
($0.5 and 0.25 BP per level of Motorization)
Baseline is granted automaticaly upon possession of both of the below:
1900 Advanced (+1): Land and airship engines up to 200HP, 50HP aeroplane engines
1895 Baseline (0) Line Infantry 4/2 or Special 4/1 Corps

1900 Baseline - 0; Experimental:  A few cars and trucks have been bought by your army to see what they can do; everything else follows from this.
1910 Advanced +1; Support Units: Several army support functions, but not all, such as HQ, logistics, artillery, etc have been equipped with trucks.  This is the level that Nazi's Germany's infantry units were at during most of WW2; the Wehrmacht had more horses, mules and donkeys than the Kaisers army.
1920 Cutting edge +3); Uniform Support Motorization: Basically everything other than leg infantry now rolls to battle.  This would be the level of the US infantry in WW2.
1930 Futuristic +5; Whole Motorization: The leg infantry now have wheels also.

Light Armor (allows a lower level attachment (regiment or brigade or whatever your armies equivalent is) or independent formation that costs $2 per level plus a flat 1 BP)
1905 Advanced +1; Experimental Armored Cars:  Someone in your army decided to slap a machine gun and some sheet steel onto one of those cars or trucks to see what it can do.  This tech requires experimental motorization
1910 Cutting edge +3; Armored Car Unit: A few units have been given armored cars; mostly for use in scouting.
1915 Futuristic +5; Basic Tankette: The need for better cross country mobility has led to use of tracks; 5 to 15 tons and no more than machine guns or light cannon.  Reliability of the Tankette can be an issue.  Still in numbers these can break trench lines.
1920 Way out +7; Improved Tankette:  Faster and improved reliability of the Tankette; still a support unit and not a formation onto itself.

Heavy Armour (allows a lower level attachment (regiment or brigade or whatever your armies equivalent is) or independent formation that costs $4 per level plus a flat 4 BP)
Requires Experimental Armored Cars or Motorized Support Units

1910 Advanced +1; Experimental Tank:  Someone has decided that those armored cars or perhaps an artillery prime mover show the way to even larger mechanical monsters. The result is a tank like the British Mark I "Mother", French St Chamond or German AV7; and just like there real world contemporary would be highly unreliable mechanically. Requires Experimental Armored Cars or Motorized Support Units
1915 Cutting edge +3; Basic Tanks: Can now build fairly reliable tanks in numbers and have the tactics to make use of them.  This allows the production of something like the British Mark IV/V or German A7V/U (a mark IV clone).
1925 Futuristic +5; Improved Tanks: Much better mechanical reliability and designs; use of turrets instead of hull mounts, smaller crews, etc.
1935 Way Out +7; PzIII

Secret Tech: Secret Service/Intelligence
1895 Baseline (0): ability to create simple codes (if a player requests this ability.)
1900 Advanced (+1): ability to use and break simple codes, bored crews at wireless stations listening to radio traffic
1905 Cutting Edge(+3): basic encoding protocols, dedicated radio and telegraph line listening stations
1912: Futuristic(+5): centralized cryptographic institutions, enforced radio discipline, Room 40
1920: Primitive mechanical encoding/decoding machines etc.
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