Mike Dubost
Posts: 273
Joined: 8/24/2008 From: Sacramento, CA Status: offline
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Chapter 1: The Types of Transports There are 2 types of transports which are purchased separately. They are Amphibious Points which are purchased individually for use in invasions, and Sea Transport Points which are purchased in blocks of 10 for shipping units to controlled ports, and for transporting supplies and production points. They are represented abstractly on the menu bar in the center of the screen as AIP: X(Y) and STP Z respectively (where X, Y, and Z are integers). The X is the remaining unallocated AIPs, Y is ROUGHLY the total AIPs purchased (more on this later), and Z is the total unallocated STPs. For example, in Figure 1, X is 0, Y is 1, and Z is 41. Each unit embarked costs a certain amount of points (either AIPs or STPs, depending). Generally, the infantry division is the cheapest, and the armored corps the most expensive (yes, you can invade with an armored corps if you can afford the AIPs). The mechanics of loading, moving, and debarking or invading will be discussed a bit later. There are a few key points that you will see through careful observation during the course of a game. When AIPs and STPs are purchased, the cost increases with the number that you already have. Note that for AIPs, this is based on Y, and for STPs it is based on Z. When you embark units, you will see that X or Z will drop. IMMEDIATELY after you debark units from sea transports, you will see Z increase again by the amount of points used to embark the unit (e.g., I load an Italian infantry division aboard sea transports in Naples, and Z drops from 90 to 80. I ship said division to Tirane in Albania and Z does not change. I debark said division in Tirane, and watch Z go from 80 back up to 90). STPs are also used for supply and production distribution. You will not see the impact on Z during the turn, but will see Z drop the turn after you create or increase a convoy. The computer will automatically use as many STPs as you need for supply / production shipment (unless, of course, you run out), so if you ship more units to Libya from Italy, you will see the Italian Z value drop next turn. Furthermore, as a result of sea battles along your convoy lanes, your convoys will often take damage, and the turn after the battle, you will see Z drop by the amount of losses taken from your convoy. Z is a running total, taking into account last turn’s events. When you load units aboard amphibious transports, you will watch X decrease immediately, but Y does not change. When you land your troops on the hostile shore, you will see NO CHANGE in X and Y from the landing. However, AT THE END OF THE MONTH, you will see Y drop by the amount of AIPs used in the invasion. Thus, Y has a 1-month lag. OK, so much for the types of transports. Now, how do I actually use the darn things? There are three sets of buttons that you will need to find. They are located on the right side of the screen. One is immediately above the area that shows data on the selected unit (this set has 3 buttons), one immediately below this area (this set has two rows of buttons), and one is at the bottom (it includes purchase, diplomacy, and fleet). Note that the first two are only visible when a unit is selected, while the third is visible at all times during your turn. See Figure 1 for their locations.
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