Vicky World War 1
Suggestion for a Victoria The Great War (ONLY) scenario
The scenario could use the extant 1881 scenario as a basis, starting in 1881 but removing all events/techs previous to this, which will free up more space for contemporary events and techs making the decisions and consequences more numerous and detailed. Also, starting at this time will remove the need for most sail powered vessels and earlier ships can be converted to give the scenario Battlecruisers or other vessels.
From the start of the naval arms races to the First World War, ships were a measure of a nation's power and any sovereign nation worth its salt would purchase at least one or two 'capital ships' to protect its shores from foreign invasion (a common occurence at this time) and raise its prestige in the eyes of the world. Ship developments for these 'new' ship classes is divided into five 'generations' representing the progression of naval developments from the late 1800's to the post-WW1 era (what if the infamous Washington Treaties hadn't happened).
Vicky Ship Type
Man-Of-War
Battleship - the first battleships, from ironclads to predreadnoughts.
Battleship
Dreadnought - the historic dreadnoughts with possible post-war developments.
Dreadnought
Super Dreadnought - encompassing designs from HMS Agincourt to the WW2 USS Arizona.
Ironclad
Fast Battleship - variants of the QUEEN ELIZABETH class to a hypothetical post-WW2 design.
Commerce Raider
Battlecruiser - from the earliest designs to the post-war LEXINGTONs.
Frigate
Protected Cruiser - scouting cruisers that were popular in the late 19th century.
Cruiser
Cruiser - light cruisers from the tiny BRISTOLS to the HAWKINS and KUMA designs.
Heavy Cruiser
Armoured Cruiser - heavy recce and patrol cruisers to the 'Large Light Cruiser' designs.
Monitor
Monitor - from the Civil War designs to 'panzerschiffe' shore bombardment coastal types.
Submarines
Submarines - from the Holland boats to either the U-Boat patrol subs or the cruiser subs.
Steamer Transport
Steamers - Generic steamers including armed 'Q-Ship' types and fast steamers.
Clipper Transport
Ocean Liners - Generic passenger ships including offensive Armed Merchant Cruiser types.
Destroyers
Destroyers - from early Torpedo boat destroyers to the post-war 'super destroyers'.
Corvettes could perhaps be replaced with 'Gunboats'.
An idea I had was that the last two 'developments' could represent alternate 'schools of thought' which would improve some quality of the ship to the detriment of another - for example the IV Generation submarine is the U-Boat type which would have low gun attack but good torpedo and stealth qualities, while the V Generation Submarine would represent the British and French 'Cruiser Submarine' experiments which would have better gun and speed statistics but poorer visibility and torpedo attacks. The players would then have the option to develop their submarines further or not. Another development choice is the last two generations of the Armoured Cruiser. IV is the wartime design as exemplified by the Scharnhorst or Minotaur classes which are very reliable but certainly not meant to stand up to enemy battleships while V is the British experiment 'Fisher's Follies' the so-called Large Light Cruiser which were virtually battlecruisers but with even less armour and bigger guns (than contemporary battlecruisers). The design ultimately proved unsuccesful and it will be a choice between bigger gun attack values but lower armour and efficiency or a weaker but more balanced ship. Another "choice" will be for the Light Cruiser (Cruiser) types. IV is a "Modern Light Cruiser" exemplified by the Hawkins or Enterprise classes with the biggest light cruiser guns while V is a "Torpedo Light Cruiser" as the Japanese would build during WW2 which sacrifices gun power for a powerful torpedo battery. These 'choices' would be reflected in the Research options while the linear progression of ships would be handled in a more automatic way, dependent more upon advances in propulsion, gunnery and tactical research.
These would allow gamers to give their fleets 'character' and make differentiation between ships of various countries easier as some choose to develop strong torpedo fleets (ships at this time were very poorly protected against torpedoes and other undersea attacks, and the game should reflect this) or pin their hopes on the power of big guns to destroy their opponents before they get within torpedo range.
PROTECTED CRUISER (Frigate) $1,400
I - Big Steam Frigates, sometimes with light armour
Uses steam power but needs sails to conserve coal on long voyages. Moderate endurance.
II - Gun Cruiser (ESMERALDA) with two heavy guns on a full deck
Completely steam powered but poor armour and endurance.
III - Protected Cruiser (DUPUY DE LOME) with thin armour protected deck and belt.
Steam powered with good speed and endurance exemplifying the French commerce raider cruiser doctrine.
IV - 3rd Class Cruiser (PEGASUS) is basically a modernized protected cruiser, little better than
a glorified gunboat, suitable mainly for colonial patrol duties.
V - Scout Cruiser (EMDEN) an up armoured, large protected cruiser with excellent armament and range for
interdicting enemy sea lanes but quite unfit to face ships of larger size or armament.
CRUISER (Cruiser) $2,000
I - 2nd Class Cruiser (BRISTOL) with light armoured decks and numerous light weapons.
Good speed makes them useful for escort or fleet recce duties.
II - Early Light Cruiser (CHATHAM) with uniform gun armament, good seaworthiness and speed.
Better protection and armament makes them useful against commerce raiders.
III - Contemporary Light Cruiser (ARETHUSA) with heavier guns and better protection and a deadly
torpedo battery. Higher survivability and increased lethality make them a deadly opponent.
IV - Modern Light Cruiser (HAWKINS) mounting the heaviest 'light cruiser' guns and boasting 'ultra-fast'
speeds of 30+ knots these are the ultimate commerce raiders and raider hunters. ***
V - Torpedo Light Cruiser (KUMA) are short range scouting cruisers with a heavy torpedo battery for
fleet actions and to act as destroyer leaders. ***
ARMOURED CRUISER (Heavy Cruiser) $3,500
I - Armoured Belt Cruisers (O'HIGGINS) with fully armoured belts and a protective deck plus heavy guns
of 8-inch or larger calibre.
II - 1st Class Cruisers (OLYMPIA) with better armour protection and speed they equip most of the navies of
the late 19th century and are virtually capital ships, battleships being very expensive.
III - Early Armoured Cruisers (GOOD HOPE) with more complete armour protection and better speed they
are the heavy recce arm of the fleet.
IV - Modern Armoured Cruisers (SCHARNHORST) with better fire control and heavier guns they are the flagships
of the colonial squadrons and are the light striking arm of the fleet. ***
V - Large Light Cruisers (COURAGEOUS) armed with the heaviest guns available on the fastest ships possible
these ships are virtually unarmoured and are little better than flagships for the scouting fleet. ***
BATTLECRUISER (Commerce Raider) $20,000
I - Dreadnought Armoured Cruiser (INVINCIBLE) with a battleship's 12-inch guns but an armoured cruiser's
armouring enabling it to fight wounded battleships and destroy enemy armoured cruisers or raiders.
II - Dreadnought Battlecruiser (GOEBEN) with better arrangement of its armaments and even greater speed
this is an improvement on the earliest designs.
III - Battlecruiser (LION) sleek, slender designs mounting bigger guns and somewhat better protection
give the ships greater survivability in a battle-line action.
IV - Super Battlecruiser (HOOD) even larger and better armoured designs taking into account contemporary
experiences make these perhaps the perfect embodiment of the type. ***
V - Heavy Battlecruiser (LEXINGTON) modernized and reconstructed with more adequate internal protection and
heavier armour, these ships lose some speed in exchange for better protection. ***
BATTLESHIP (Man-Of-War) $8,000
I - Ironclads (WARRIOR) the original steam powered armoured frigates that are deadly to contemporaries but soon outclassed
by naval developments throughout the world. They use sails for long sea voyages to conserve coal.
II - Turret Ships (DEVASTATION) are steam powered armoured vessels with massive 'armour-piercing' guns mounted in revolving
turrets capable of fleet actions.
III - Central Battery Ships (MAINE) an improvement on the early turret ships they have their guns in centrally positioned
turrets and are entirely steam powered.
IV - Coastal Defense Battleships (BRANDENBURG) are modern battleships in every sense of the word, armed with heavy guns and
adequately armoured for fleet action but very short ranged, reflecting the dominant school of naval thought.
V - Predreadnoughts (KING EDWARD) the final incarnation of the early battleship they had pairs of heavy guns in fore and aft
turrets with numerous smaller calibre secondary weapons. Faster than former classes they will soon be obsolete.
DREADNOUGHT (Battleship) $15,000
I - 1st Generation (DREADNOUGHT) armed with 11 or 12-inch guns, superb armour protection and great speed.
A generation ahead of all other contemporary battleships these ships outclass all others.
II - 2nd Generation (NEPTUNE) armed with heavy guns with better turret arrangement and superior seakeeping qualities.
Their fighting efficiency is greatly increased over the first generation ships.
III - 3rd Generation (IRON DUKE) armed with heavier guns than the older designs they have better internal protection.
Required for development of SUPER BATTLESHIPS.
IV - 4th Generation (RODNEY) taking into account contemporary naval developments they are better protected against
air and submarine attacks.
V - 5th Generation (HOWE) has better internal protection and more powerful turbines giving it greater speed.
These are the ultimate Dreadnoughts with incredible speed, protection and armament.
SUPER BATTLESHIP (Dreadnought) $21,000
I - 3rd Generation Dreadnought (KING GEORGE V) marked by better internal protection.
Virtually indistinguishable from their contemporaries.
II - Multi-Turret Dreadnought (AGINCOURT) features dreadnought battleships with as many as nine massive
turrets giving it a greatly increased weight of broadside.
III - Triple-Turret Dreadnought (ARIZONA) features new triple gun turrets which provide as heavy a
weight of broadside without the weight of many turrets enabling more protection to be incorporated.
IV - Modern Gun Battleship (HOWE) features excellent internal protection, a massive weight of broadside and
greatly increased speeds of 23+ knots.
V - Super Gun Battleships (YAMATO) uses the heaviest available guns and the most massive armour to
make this a virtually impregnable floating fortress at the cost of potentially greater speed.
FAST BATTLESHIP (Ironclad) $20,000
I - Early Design, experimentation with turbines and engines, approximating the COURAGEOUS class. Use not advised.
II - Warspite design as first constructed. Very good armour and a speed of 24 kts. Not very good torpedo defenses.
III - Reconstructed Warspite (30s) with trunked together funnels, even better armour and armament.
IV - Improved Torpedo Protection against submarines and aerial torpedoes.
V - Super-big guns such as those used by SUPER GUN BATTLESHIPS and new turbines give this unimaginable speed without
sacrificing protection.
MONITOR (Monitor) $6,000
I - Erickson Monitor, the American civil war design and the ships it spawned.
II - Double Turret Monitor, similar to the turret ship but with lower freeboard making it unsuitable for the high seas.
III - Bombardment Monitor, mounting battleship guns, these were meant for shore bombardment.
IV - Super Gun Monitor, mounting the biggest available guns and improved armour for shore assaults
V - Light Monitor, with smaller guns but better range and speed they can be used as 'pocket battleships' for limited
commerce raiding and convoy escort duties.
SUBMARINES (Submarine) $3,000
I - Experimental Submarines (primitive HOLLAND type boats)
II - Coastal Submarines (primitive short range patrol submarines)
III - Improved Coastal Submarines (better armed patrol submarines with slightly longer range)
IV - Undersea-Boats (Medium range patrol submarine effective against ships and merchants - UBOATS)
V - Cruiser Submarines (Medium range patrol submarine with heavy guns for shore bombardment - E CLASS)
STEAMERS (Steamer Transport) $1,200
I - Sail Steamers
II - Steamer Transports
III - Oceanic Steamers
IV - Armed Steamers
V - Fast Steamers
OCEAN LINERS (Clipper Transport) $2,500
I - Fast Mail Steamers
II - Passenger Steamers
III - Passenger Liners
IV - Super Liners
V - Armed Merchant Cruisers
DESTROYER DEVELOPMENTS (Destroyer Attachment) $2,000
I - Torpedo Boat Destroyers
II - Early Destroyers
III - Fleet Destroyers
IV - Flotilla Leaders
V - Super Destroyers