The turnsheet is devided in several parts:
OVERVIEW
GM
GOV
ECON
TRADE
MILITARY
RESEARCH
DIPLOMACY
BP's (Blueprints)
While each nation has started
the game with the same basic turnsheet, during the game nations will develop different
turnsheets. This section describes a basic turnsheet.
GM (version
4.0)
Check this sheet each turn, because there could
be vital information on it for your nation.
1- Nation Goals: There
you can find your nation goals. During the game more goals can be added.
2- GM remarks: Remarks from me to you as a player.
OVERVIEW(version 4.0) On
this sheet you can see the level of your military-units as well as the specification
regarding bonds.
On
the left is an overview of your current military and economic levels.
To the right you see the information concerning bonds. For more information on
bonds see: Bonds-page
Government(version 4.0)
Wounded men
(1+2+3+4+5) In
the wounded-men section you see how many men are wounded. Each turn a
certain % will be healed and they will be placed with the reserves. Also another certain %
will be dismissed from service, because they are too disabled to fight again.
1 - Amount of wounded men of that type.
2 - The money it costs (at 100% maintenance) to nurse these men.
3 - The supplies it costs (at 100% maintenance) to feed these men.
4 - The amount of men that will be healed at the start of the next turn and will be
placed with your reserves.
5 - The amount of men that will be dismissed from service at the start of the next
turn.
Prisoners of war (6+7) 6
- The total Prisoners of War your military have captured.
7 - The total Prisoners of War per nation of origine your mailitary have captured.
Arrivals (8) Shows
in what turn new units or resource-facilities will arrive.
Arrivals arrive at the end of each turn.
Primary Builds
1- Small Shipyard availability; shows how much of your small shipyards are used for
maintenance and how much can be used for new building orders.
2- Heavy Shipyard availability; shows how much of your heayvy shipyards are used
for maintenance and how much can be used for new building orders.
3- Airplane Factory availability; shows how much of your airplane factories are
used for maintenance and how much can be used for new building orders.
4- Tank Factory availability; shows how much of your Tank factories are used for
maintenance and how much can be used for new building orders.
5- cells to be used to designate how much of that unit you want to build
6- The level of the unit being build (or the class)
7- Building costs. Remember: for all warships these are 50% of the costs, the
remining must be payd during the building time.
During the game new shiptypes, airplanes and vehicles will become available, which
will be listed in the primary builds-section.
When you start building a warship (dreadnought -
Aircraft-Carrier) about 50% of the costs will be deducted from your totals the
minute you order it. In the turns in takes to build that ship the remaining 50% of the
costs will be deducted, equally devided over the remaining turns.
Secundary builds (1+2+3) Here
you actually buy the Investment Points you want to invest in your areas. After buying
them, make sure to designate them to a certain area (use your orders-sheet for this)
1- Maximum numbers of building-orders you are allowed to use per turn
2- Cells to actually order a resource-facility to be built. 1 building order means
that 1 IP-point will be built (1 IP is roughly the same as 0.1 IP in the old turnsheet).
3- The costs
Upgrading units (4+5) If
you have succesfully researched an upgrade for a certain unit, you can start upgrading
your existing units to this new level. Only when all the units are upgraded you can
research another upgrade. EXAMPLE: If
you have 100.000 level 3 Cavalry and have researched level 4 cavalry, you will have to
upgrade all your cavalry (including those in reserve) to level 4 before you can make a
research-attempt for level 5 cavalry. You are allowed to upgrade your cavalry in several
turns (30.000 in turn 5, 30.000 in turn 6 and 40.000 in turn 7).
Areas section In this section you find information about the areas of your
home nation, colonies and occupied areas.
1- Name and number of area
2- Checkbox to see if you own that area
3- Basic tax-income of that area
4- The morale of each area. Pink means Morale is fine, yellow means it has dropped
and should be taken care of; orange mwans that peaple are really discontent and might
start something really nasty and if morale is red it would be a wise thing to send in
extra military to maintain order as that area is on the brink of a revolt.
5- Percentage of the total population that lives in that area
6- Population number that lives in that area
7- Available manpower in that specific area
8- Total casualties (KIA / MIA / Wounded) from that area
9- Manpower needed for the resource production facilities in that area (excluding
production)
10- Manpower from each area that is available for military, resource-production and
other things you order.
Under construction (1+2) Once
you have ordered a new ship or resource-facility (IP) your nation starts building it. Each
turn the ship or IP is under construction you will have to pay for it. It's possible to
order a delay or even cancel the construction of a ship/IP. If you cancel a construction
in some cases some of the invested resources are refunded, but don't count on it.
1- type of ship or IP
2- number that are under construction
3- Costs per turn
ECONOMY (version
4.0)
Gameline
(1)
This line shows the name of your nation, which turn it it and how many victory
points you have.
Summary
previous turn (2) Last
turn surplus
= Resources leftover from last turn Turn
Bonus
= If you submit your orders 24 hours before the official deadline you will receive the
turnbonus Trade
received
= The total resources you received through trade in the previous turn.
Battle-costs = If you have fought a battle during the
previous turn, here you can see the costs for it.
National Inflation = The resources you are losing or
gaining because of your inflation.
Surprises = If your nation receives a surprise the
effects will be shown here
Lost in colonial trade = resources lost that were
transported from your colonies to your home nation.
Summary
current turn (3) Turn
Income + manpower
= The amount of money you have received in taxes and the available manpower for this turn Production
= Shows your production-orders for this turn (and their costs)
Loss/gain to morale
= Almost all morale will be handled in your areas-morale, however there are circumstances
in which your national morale goes up or down. Bonds
Issued this turn
= If you have issued a bond, the money you receive is added here. Bond
interest
= The amount of interest you must pay for previously taken bonds Colonial
Income
= If you have colonies and transported their output to your home-nation it's added here. Totals
for this turn
=The total resources you can use for this
turn
In the other lines in this section you can see on what you have spent which
resources.
Government
Expenses (version 4.0) Tax-rate
Home nation population
= Your national tax-rate for your home-nation received from your
population. This is different for each nation and depends on many factors. You are allowed
to change your tax-rate with a maximum of 0.5% every
turn,but
this will have a high effect on your morale. Tax-rate colonies and occupied areas is the
same but than for your colonies and occupied areas Tax-rate
Home nation production
= For each resource you produce you receive a taxincome. This can
also be changed with a maximum of 0.5% every turn, but neither your people or the resource-facility-owners will like you
for this. War-tax
= If you nation is at war, you are allowed to collect war-tax. This will also have an
effect on your morale, but being at war, your people (usually) will lose less morale if
you do this than with a normal taxrate increasement. Army, navy and airforce-maintenance = The total recourses your
armed forces are using. You can change the percentage of maintenance you want to pay, but
if you lower it your forces wil be less equipped, less trained and thus less useful in
combat. There is also the risk that units will desert or revolt if you neglect their
maintenance.
Treatment of POWs
= Once at war you probably will take POWs. To keep these alive you will have to pay
for them. However its up to you how you will treat them. Living
Standards
= Your population uses these resources. You can lower the % with a maximum of 1% per turn
and it will have an effect on your morale.
Governmental
investments (2) Each
nation must decide in which areas to invest. The sheet shows how much you need to invest
to have the different ratings stay at the same level.
If you invest more your rating will go up, if you invest less your rating will go
down. To chance the amount of investment use the green
cells (3) they will turn red if you invest not enough and light-green if you invest more
than needed
The new rating you will have due to your investment will be in effect the following
turn.
Listed are the different ratings and SOME of the
effects they have. All ratings have an effect on your morale.
Education-rating: the level of education in your nation - effects research
Health-rating: effects available manpower / healing of wounded men / Population
growth
Housing-rating: effects available manpower / resource output
Infrastructure-rating: effects resource output / Buildingcapacity of
resource-facilities and railroad-capacity needed for national transport
Anti-criminality rating: effects tax-income
Culture-rating; effects population growth and extra on morale
Social security rating: effects manpower availability / population growth
Women rights: effects manpower availability / population growth
Industry: effects output of manufactured resources
Agriculture: effects output of natural resources
The
percentages on the right (5) show you your current %-level of each government-investment
and the level that it CAN be the next turn because of your
investment. there is of course no guarantee that the percentages in the right column will
your new percentages next turn, because something might happen.
Miscellaneous
orders (version 3.3)
The
place where the GM will place orders that are not elsewhere in the Turnsheet.
Merchants +
railcargo (version 4.0)
All outgoing trade (with the exception of cash and research points) must be
delivered to another nation either by rail or by ship.
If your nation and the receiving nation have a seaport you can deliver the
resources with your merchants (if you have enough).
If you can trace a landroute to the receiving nation you can use railcargo for the
trade, but only if all nations in between agree to it. This means that if Germany wants to
send goods to Spain, France must agree that the trains travel over their territory. At the
start of the game all nations are considered to agree on any train-travel and you must
make it clear in your orders when you wont allow this for a certain nation.
A certain percentage of your railcargo-capacity will be used for National
Transport.
If you trade with a certain nation all trades sent to this
nation can go either by rail or by merchant or a mixture of both, see for more details the
trade-section. For nations that have no seaports, see: Special rules.
1 = the summary for outgoing trade and colonial production with merchants
2 = the summary for outgoing trade and World Auction System with railcargo
3 = A total summary. Make sure that the saldo is 0 (zero) or
else some of your outgoing trade won't be delivered!
Colonial production (4+5)
If you have colonies, your colonies produce resources, but they also need
resources.
In the first line you can see how many resources are produced by your
colonies
In the second line you can see how much your colonies need.
in the third line you can see how many resources are available to be shipped to
your home nation (black; positive) and how many resources must be shipped from your home
nation to the colonies (red; negative)
In the yellow cells (5) you can order exactly how much of these resources must be
shipped to your home-nation (they will be available for use immediately) or how many
resources must be send to the colonies.
Any resource that you don't ship to your home-nation is NOT stockpiled for the next
turn, but vanishes.
Trading merchants to another nation
If you dont have enough merchants to deliver all your trade you can use
merchants from another nation.
There is one tricky point with this: These merchants must be
sent 1 turn earlier to you than the turn you will need them. EXAMPLE:
Germany has a merchant tonnage shortage of 100 for turn 10 and wants to use Norwegian
merchants for this.
Norway MUST send the 100 merchant-tonnage to Germany in turn 9 (by using column N
on the trade-sheet) to make sure that Germany can use this tonnage in turn 10. Regardless
if Germany uses this tonnage or not, after turn 10 the merchants sent by Norway will
return back. So if Norway has agreed that Germany can use it's merchants for more turns,
Norway must make sure that each turn he "trades" these merchants to Norway.
Railcargo cannot be traded between nations so you will just have to build new
railcargo.
Important: Always make sure you have enough transport-capacity
to conduct your trades. If you don't have enough (shown by the cells turning red) Some of
your trade won't be delivered.
Resource-production
(version 4.0) Here you can produce resources.
1- Use the yellow cells to fill in the amount of resources you want to produce. If
a cell turns red it means you are producing more than allowed (5)
2- The costs for producing recources. Note that only manufactured resources
actually cost other resources to be produced.
3- The manpower needed for production of resources in your home nation
4- The manpower needed for prodution of resources in your colonies
5- The maximum of resources you are allowed to produce
If
for a certain period you don't use 90-100% of your resource-capacity there will be a
possibility that some of your IP's will close down because of lack of work.
These effects are cumulative.
Bonds Market
If
your nation is short of cash there is the possibility to issue a bond. (see: bonds market for more details) 1=
Here you can see the credit-rating of your nation and your Inflation-rate.
2= Use these cells to issue the bond you want. You can only issue bonds for $50,
$100, $150 or $200. If you fill in any other amount I will disregard this order.
3= Once you have issued a bond you can directly see how much the
interest-percentage for this bond is.
4= The total sum you must pay (EACH TURN) on interest over previously issued bonds.
5= Summary of previous issued bonds
6= List of bonds that already are payd back in full, but still count for your
inflation-rate.
TRADE (version
3.3)
You
must use the top-list of this sheet to order your outgoing trades and military units. 1-
Type the total amount of resources you want to send with to a specific nation by using merchants
2- Type the total amount of resources you want to send with to a specific nation by
using railcargo
3- Fill in the exact amount of resources you want to sent to another nation (and
make sure that you have selected the right line)
4- If you are sending military units or advisors to other nations, mention this
here.
In
the bottom-half you can see which resources and units other nations have send to you in
the previous turn.
Military
In
the Army-sheet you have an overview of the forces in your army and airforce. Each unit is
named twice because if you start upgrading them they must be seperated.
At the start of the game 50% of your armed forces will be in reserve (except for
those nations that start with a civil war).
If you want to place units in reserve it will take 1 turn before they actually go
into reserve.
If you take units out of reserve, they will appear the next turn in your capitol
(to be sworn in again). Once they are in your capitol you can move them around with the
normal movement-rules.
Below your army-lists (7) you can see how much each army will use if it is engaged
in a battle (8). These are rough figures because there will be other factors that will be
taken into account. If you attack with 500.000 men and your enemy has 1.000 men you surely
wont use up all the utils and supplies. Also be aware that the eventual battle-costs
could be higher than this.
1 - Type of unit
2 - Unit-level or unit class
3 - The total you have (including reserves)
4 - The total of each unit you have in reserve
5 - If you order units into reserve, the next turn they wil be placed here and the
following turn they will be added to your reserves.
6 - If you activate reserves or have build new units, they will appear here (in
your capitol). Once they are here you can order them as any other army-unit.
7- A list of all your armies, with the amount and kind of units they have, their
position and entrenchment-level.
8- Possible battle-costs for that army.
NAVY
The
navy-sheet is similar to the army-sheet, with the exception that ships cannot go into
reserve.
In the navy-sheet each capital ship is listed seperately by name because each ship
has its own characteristics (see naval rules).
1 - The total manpower killed in action
2 - The total manpower needed for each shipclass in active service
3 - The ship-class. In a seperated sheet (BP's) you can find specifics on each
ship-class.
4 - The shiptypes, remember that for some light cruisers are considered heavy
cruisers in various nations:
B = Pre-dreadnought Battleship
BB = Dreadnought
BC = Battlecruiser
HC = Heavy Cruiser
LC = Light Cruiser
DD = Destroyer
SUB = Submarine
AC = Aircraft Carrier
TB = Torpede Boat
5 - The total tonnage of gunboats, monitors, minelayers, minesweepers and transport
ships.
6 - The total ships of that class you have.
RESEARCH
In
the research-section you can make research-attempts in 4 categories: military, economic
and governmental and miscellaneous.
See for a detailed explanation the Research-Rules
1
- Research-areas descriptions
2 - Use these fields to invest your research-points
3 - Amount of research-points you already have invested in that area
4 - Use the yellow cells to order how many funds you want to invest on a new
ship, airplane, armoured car or tankdesign.
5 - The costs per fund
6 - Estimeated funds needed per design before you will get a new design
7 - Description of the kind of advisors you have availabe and to which nation they
have been send.
8 - Description of a research-idea
9 - Use this column to designate how much you want to fund each idea.
10 - Use these cells for the Rp's you want to invest to get a discount (see Research-Rules)
11 - The cost that you will have to pay when you are funding ideas.
12 - Amounts of funds you already have invested in previous turns
13 - Maximum of RP allowed to be used as a discount (10)
14- Estimated funds needed to complete the research.
SPECIAL
The Special-tab shows you in which turn how many of your
railcargo and merchants will be taken from your total because their lifetime has ended.
During the game this tab will also be used if a nation has something special :-)