Research and Industrialize


Research and Industrialize

During this stage, you may purchase new technologies, upgrade your industrial cities (ICs), and build and upgrade minor production centers (MPCs). Nations can purchase new technologies from the general tech tree, but only to the extent allowed in that nation’s description. Note that you may only advance in any given category by one level per turn. For example, you cannot research fighters level 1 and fighters level 2 on the same turn. You must also research level 1 of a tech before you can research level 2, and so forth. 

Most nations have a list of unique technologies which they can research. Pay the stated price for the new technology to have it go into effect during this phase. 

It costs 2 EUs to build a level 1 MPC, and 1 EU per level to upgrade an MPC. It costs 2 EUs to upgrade an IC by one level. You may upgrade ICs by one or two levels per turn, and MPCs by one level per turn. You may not build a new MPC in a territory that already has either an MPC or IC. A territory must have a PU value of 3 or higher for you to build a new MPC in it.

This is also the time you may upgrade your rail networks. It costs 4 EUs to build a new rail network, and 3 EUs to upgrade a rail network by one level. To create a new rail network, choose a territory to be the rail network’s hub. Whichever nation controls the hub territory controls the rail network.  

This is also the time when you may build and upgrade nuclear centers (NCs). However, special technology is required for these facilities--technology which is unavailable to most nations. 

This is the time when you may choose to convert your units. For example, researching battle tanks level 2 gives you the option of converting your medium tanks into battle tanks. Such conversions may be done on whichever turn you like, but they must be done during this phase of your turn.

Purchase New Units

During this stage you may use your PUs (production units) and MPs (manpower points) to purchase new units. If a unit’s price changed as a result of research you did in the previous phase, use the new unit price when purchasing that unit. 

During WWII, nations had limited pools of men available to serve as infantry. To reflect this, the manpower points required to build infantry increase over the course of the game. The manpower point cost of all infantry is doubled on turn 5, tripled on turn 10, and quadrupled on turn 15. For example, if an infantry costed 1 PU and 1 MP on turn 1, it would cost 1 PU and 2 MPs on turn 5, 1 PU and 3 MPs on turn 10, and 1 PU and 4 MPs on turn 15. 

Place New Units

During this stage you may place your newly built units. All units except infantry and blockhouses must be placed on either MPCs (minor production centers) or ICs (industrial cities). An IC may be used to place up to ten units. An MPC may be used to place one unit per level. (So a level 3 MPC could be used to place up to three new units, for example.) MPCs cannot be used to place strategic bombers, aircraft carriers, or battleships.

Newly built naval units must be placed in a sea zone adjacent to the IC or MPC which produced them. New naval units cannot be placed in the same sea zone as hostile enemy ships (hostile enemy transports do not count). You may place newly built fighters, dive bombers, or torpedo bombers on new or existing aircraft carriers. The carriers must be adjacent to the IC or MPC which built the aircraft in question.

Infantry can be placed in any territory from which your nation collects MPs; with two new infantry allowed per MP that territory generates for your nation. If you receive MPs from a territory that also has an IC or MPC, infantry placement does not count against the unit production limit for the IC or MPC. Nor do non-infantry produced by the IC or MPC count against your infantry placement limit.

You may place up to two blockhouses per territory per turn. However, you must have owned a territory since the start of your turn to build blockhouses in it. Blockhouse placement does not count against the unit placement limits of any ICs or MPCs present in the territory.

Resolve Starvation

Some land territories ran at food deficits, making it possible for civilian populations to starve. To avoid starvation, friendly transports must be present. Each turn a required transport is not present, the territory starves. Each instance of starvation reduces the PU value of the affected territory by one. But there is a limit to the amount of starvation that can occur. Once that limit has been reached, transports are no longer required. The population of the area in question is now small enough to be fully supported by locally grown food. Below is a list of each nation’s transport requirements.

Japan: 1 transport off the west coast of Japan. Area affected: island of Japan. Maximum starvations: 5.

Britain: 1 transport in the sea zone to the northwest of Britain. Area affected: British isles. Maximum starvations: 5.

Germany: 1 transport off the west coast of Western Europe. Area affected: any German-held European or formerly Soviet territory. (German player chooses.) Maximum starvations: 7. 1 transport off the north coast of Brazil. Area affected: same as above. Maximum starvations: 3.

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