composer99
Posts: 2923
Joined: 6/6/2005 From: Ottawa, Canada Status: offline
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The pertinent rule text, in §24.1.5 is: quote:
Sort your units into force pools. Each major power needs a separate force pool for each unit type. So, you need one each for CAV, INF, MIL, GAR, MOT, MTN, MAR, PARA, MECH, ARM, HQ-A, HQ-I, SUB, CL, CA, BB, CV, TRS, AMPH, Convoy points, FTR, LND, NAV and ATR. You only have 1 force pool for each type regardless of how many countries contribute units to your force pools. Some of these unit types come with different costs. For example, some LND will cost you 4, some will cost you 5 and some will cost 6 build points. Separate each unit type into a sub-force pool for each cost (first cycle cost only in the case of naval units). It's odd that the production panel shows that CVs, BBs, CAs, and CLs have their own row in the panel that you can select, while TRS and AMPH don't. (Also, given the second paragraph above, and the rules I am about to cite from §13.6.5, submarines should be split into multiple rows based on their first cycle cost.) quote:
You must select all other units you build from the force pool randomly. You can nominate the type of unit you want to build, and sometimes even the cost you want to pay (e.g. you can choose a 2 point SCS rather than a 3 because they are in separate force pools ~ see 13.6.9). But within those parameters, the choice is random. All that is to say that I don't know why the production panel in the screenshot displayed isn't already comprehensively breaking out units by force pool (as defined by the game rules). But it ought to.
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~ Composer99
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