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Naval Infrastructure

Started by snip, August 01, 2017, 09:51:09 AM

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snip

Slipways and Drydocks

Slipways can be used to build ships.  Drydocks can both build and repair ships. The dimensions indicate max ship measurements. Slipways and Drydocks can be built to any desirable length. Slipways have a cash cost of $0.75 per 10m of length. Drydocks have a cash cost of $1.00 per 10m of length. Both slipways and drydocks have a BP cost of 0.1 BP per 10m. Construction of both slipways and drydocks is limited to 50m per half year turn.

Floating Drydocks


Floating docks have no capacity to build ships, only overhaul/refit/repair them. They can be towed at low speed (5knts) across oceanic distances. The cost of the necessary tugs to tow the docks is considered part of the cost of the docks.

Floating drydocks have a lower cash cost than other drydocks but have a much higher BP cost. The cost per 10m of length is $0.50 and 0.50 BP. Floating docks are built in the same manor as ships. Use the cost of the drydock to determine construction time.  No specific slipway or drydock is required for its construction.Floating Drydocks are fixed in length at the time they are built, the may not be expanded later.

Canal Projects

The dirt displaced and locks used by a Canal both must be paid for.

Excavation
The excavation cost is $0.25 per cubic meter / 10^6 of canal.
These excavation rules can be applied to other projects.

If there is not published estimates, such as for the Panama canal, the Moderator will work with the player on a volume estimate.  This will probably mean using Google Earth for elevations at intervals along the proposed route, then using geometry to find the angle of repose.

Locks
There must be 2 locks (a pair) per 9 meters (rounded up) of elevation change for the water level of the canal. If the water level is sea level at both ends and across the entire length no locks are required but may still be installed.

Each lock is represented by a drydock with the capacity of ships that can pass through the lock being the same as the drydock limitation. Drydocks presume related cranes, armories, machine shops, foundaries, etc. that a lock does not need, so locks are ½ the cost of the equivalent drydock.

Revenue
Canals only generate revenue if they have commercial value. The Hog Island class freighter will serve as a 'standard'.  The following revenue will be earned ig the canal is open to international traffic, and can pass 140m x 21m x 7m vessel :

$0.50 per 1,000nm maritime shipping route saved.
Route Measurement is "round trip".
Shipping routes will be measured from PC or Tier 1 NPCs.
If no maritime route,  $0.50 per 250nm Railroad shipping saved.

Example 1.
A canal that is 100km long, 30m wide, and 11m deep that goes through a path that is 20m higher than sea level at it's highest point costs $33 in dirt and 6 locks (3 pairs). Presuming Type 3 drydocks at the lock, the locks cost a total of ($126/2) $63 and (18/2) 9 BP. The total cost of the canal would therefore be $96 and 9 BP. 

Example 2: Suez Canal
Quote
When first opened in 1869, the canal consisted of a channel barely 26 feet (8 metres) deep, 72 feet (22 metres) wide at the bottom, and 200 to 300 feet (61 to 91 metres) wide at the surface. To allow ships to pass each other, passing bays were built every 5 to 6 miles (8 to 10 km). Construction involved the excavation and dredging of 97 million cubic yards (74 million cubic metres) of sediments. Between 1870 and 1884 some 3,000 groundings of ships occurred because of the narrowness and tortuousness of the channel. Major improvements began in 1876,

Excavation for the Suez canal would cost $18.5. 
Presuming the ship went around Africa from Aden, and stopped at Alexandria, that would be about 11,500nm, rounds down to 11,000nm.  That would generate $5.50 / turn. This is assumed to be part of Byzantine's current IC and Revenue.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon