ehzorg
Posts: 69
Joined: 5/11/2010 Status: offline
|
I'm not sure that I fully understand what your question is, but let me try to answer by example: Turn 1: City has no unit in it, you tell it to produce 0.8 destroyers and end your turn. Turn 2: At the start of your turn, City will still have no unit in it. Looking at the production screen, you can see that the city has 0.8 destroyers stockpiled, and you leave the production at 0.8 for next turn. You end your turn. Turn 3: at the start of this turn, City will have a unit with 1 destroyer in it. If you look at your production screen, you should see that there are 0.6 destroyers stockpiled. At this rate you will have: Turn 4: 2 destroyers in City, 0.4 stockpiled Turn 5: 3 destroyers in City, 0.2 stockpiled and so on... As 82ndtrooper said above, the game keeps track of things on a more detailed level. So you could see 0.7 when production is really 0.666666. This can sometimes lead to confusing results such as: 0.3 unit stockpiled + 0.7 unit produced for next turn = 0 units produced next turn. You might look at this and say !?!?!?! But what could be happening is: you have 0.2875 units stockpiled (shows as 0.3) and you are producing 0.66666 units (shows as 0.7). In this case, production + stockpile does NOT create one full unit for the start of next turn. You still have to produce 0.1 unit next turn to get one full unit for the turn after that. And regarding your suggestion of additional limitations on what the Wallies can send the Chinese - I don't really have an opinion either way on that. I think as long as you only use each action card one time per turn it should be alright. I wasn't aware that sending LB (level bombers?) was an option - as far as I know it's Fighters, Supply, or PP that you can send. Your proposed house rule puts more restrictions on your side - which I don't think are needed. But of course you have the choice to play it that way if you want. I will not hold you to it.
|