paulderynck
Posts: 8201
Joined: 3/24/2007 From: Canada Status: offline
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1. There is a repair pool and a construction pool. Ships that are damaged in combat go to the repair pool. But to build ships (other than convoy points) and subs, they have to go to the production spiral twice. The first time they get off, they go to the construction pool. The second time they go to the map as reinforcements. A ship that is sunk must be built again from scratch. This will take two rounds of either 4, 5 or 6 turns, depending on the ship, and 2 rounds of three turns for subs. But a ship or sub that gets damaged takes only two turns to come back to the map once you pay to repair it. When building, the game lets you see what is in the pools. 2. There are several. They pertain to doing things where undoing them after would be beneficial to one side or the other once the result of doing the 'thing' is a known. FREX: choosing not to intercept moving enemy ships, or anything that generates a chance for US entry. There are others. This is similar to playing over the board and allowing take-backs, but not after dice are rolled. 3. That's a lengthy, lengthy subject. There are a number of threads discussing this on the forum but you won't find them all unless you first set the filter at the top right to see all posts not just the last 365 days of posts. Then use the Search tool (although you will get lots of duplicate hits on the same threads.) Early on there were some good AI threads that cover this too. 4. Weather affects hex costs - terrain costs are doubled in rain, storm and blizzard. Watch for the weather zone lines or turn on visible weather. There's also the motorized movement option which just about everyone uses. There's also the horrid railway movement bonus and HQ movement options. You should be able to bring up the Terrain Effects Chart (TEC) from the top menu somewhere. 5. Red produce for everyone, Blue for home country only. Rules are in Production (13.6) and Strategic Bombing (early on in 11). You can also rail your blue (only!) factories away when the enemy is in your home country. That's in rail movement (also early on in 11). 6. Rivers don't cost but Straits do. Again see the TEC. You can always enter a hex if you have at least one movement point left but if it costs more than what's left, then entering it will disrupt you. Movement rules are in 11.11. 7. You are very likely doing the right thing but it needs a lengthy explanation. Read about Neutrality Pacts in Section 9 first and then maybe more specific Q & A will do the job. First 8. Again a huge area to learn and understand. Covered in 13.3. Essentially actions by either side give or remove entry chits. Options the US takes can move chits from entry to tension. The US needs certain combinations of entry and tension values before it can declare war on anybody. See the "It's War" chart. Second 8. It will change depending on what you do in your production, but yes it is informational. Edit: Here I don't mean what you build, I mean how you configure your production to deliver resources to factories. Ideally, you want all your factories producing, although when your production multiplier is less than one, there are cases where this doesn't matter because fractions of a half or greater round up anyway. 9. Retraining pilots is a desperation move to get a few build points when the writing is on the wall and your country is going down the drain. Maybe you've had lots of planes shot down and an excess of pilots. Or maybe you can't afford planes anymore because you desperately need to build Militia. Basically you trade pilots on the pilot track back and get 50% of their original build cost to use for production. Edit again: When I refer to rules sections I mean Rules As Coded, not the Players Manuals.
< Message edited by paulderynck -- 11/30/2016 11:07:28 PM >
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Paul
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