Nations


Japan

Units available for production

Land: Regular infantry, artillery, light tanks, blockhouses.

Naval: destroyer, cruiser, aircraft carrier, battleship, transport.

Undersea: submarines.

Air: fighter, dive bomber, torpedo bomber.

Starting technology

Combat 1, light tanks 1, undersea 1, piston engines 1, fighters 1, dive bombers 1, torpedo bombers 2.

WWI-style infantry combat techniques. Japanese infantry receive -0.3 to their land combat value.

Delayed aircraft research. Japan may not research piston engines level 2 until round 3.

Chinese collaborators. For every two Chinese territories Japan owns during the collect income phase of its turn, it receives one manpower point. (Limit two manpower points per turn.) 

Yamato battleship. Japanese battleships have a naval combat value of 7, an air combat value of 3, 30 hitpoints, a movement of 2, and cost 36 PUs.

Kate. Japanese torpedo bombers receive +2 to their naval combat value and +1 to their hitpoints. 

Zero. Japan receives a discount of 3 PUs when purchasing new fighters. (I.e., its new fighters cost 7 PUs each instead of 10.) Improved fighters cost 9 PUs, and advanced fighters cost 10 PUs. 

Bootstraps. During the industrialize phase, Japan receives six free upgrades for its ICs. Industrial cities upgraded in this way can also be upgraded through the expenditure of EUs. This benefit lasts the first five turns of the game.

Custom technology available for research

Advanced long lance torpedoes. Add +0.8 to the naval combat value of your submarines and cruisers, and +0.4 to the naval combat value of your destroyers. Cost: 3 EUs.

Late war research effort. (May not be researched until round 8.) For 5 EUs, you may build a research center in Tokyo. This research center produces 4 EUs a turn, has 40 hitpoints, and may not be rebuilt if destroyed. It may not be targeted unless Tokyo has been destroyed.

Max levels of general technology Japan may research

Land: infantry 7, artillery 3, light tanks 5, medium tanks 6. 

Naval: Aircraft carriers 1

Undersea: undersea 2

Air: piston engines 7, fighters 7, dive bombers 7, torpedo bombers 7, strategic bombers 7, jet engines 4, jet fighters 2.

Other: radar and sonar 9

Starting Resources

Industrial cities: 6 (all level 0; including 4 in Japan and 2 in Manchuria). Level 2 rail network with its hub in Manchuria. Level 2 rail network with its hub in Tokyo. 6 manpower points. Territory income of 24 PUs.


China

Units available for production

Light infantry, artillery, fighter. 

Starting technologies

Combat 1, piston engines 1, fighters 1.

Devastation. Industrial cities under Chinese control do not generate EUs until turn 5.

Solidarity. For each territory in Manchuria or Kwangtung that China controls during its collect income phase, it receives an additional manpower point.

Unlimited manpower. Chinese infantry units do not experience a cost increase in MPs. Chinese light infantry will always cost 1 MP and 1 PU. China’s army was very small in relation to its population size.

Custom technology available for research

Upgraded infantry training and morale. Chinese light infantry now have two hitpoints. Cost: 5 EUs.

Max levels of general technology available for research

Artillery 3, Light tanks 1.

Starting resources

 3 industrial cities (all level 0). 8 manpower points. Territory income of 12 PUs.


Germany

Units available for production

Land: regular infantry, medium tanks, artillery, blockhouses.

Naval: Destroyer, cruiser, carrier, battleship, transport.

Undersea: submarines

Air: fighters, dive bombers, torpedo bombers.

Starting technology

Combat 3, Infantry 4, Medium tanks 2, Radar and sonar 3, piston engines 1, fighters 1, dive bombers 1, torpedo bombers 1.

Blood and Iron. German infantry have three hitpoints.

Blitzkrieg. Whenever Germany launches an attack against a territory, that territory receives -3 to the effective level of its defensive terrain.

Crush communism. During the collect income phase of each turn, Germany receives a free manpower point for each formerly Soviet territory it controls. (Limit 4 manpower points per turn.)

Fortress Europe. Blockhouses have 4 hitpoints, receive +1 to their land combat value, and cost 3 PUs each. 

Bismarck. Your battleships receive +5 to hitpoints.

Heavy artillery. Your artillery receive +1 to their land combat value. 

Speer’s industrialization. During the industrialize phase, Germany may upgrade seven of its industrial cities for free. ICs upgraded in this way can also be upgraded through the expenditure of EUs. This benefit lasts the first five turns of the game.

Göttingen laboratory. Germany owns a research center in Hanover. This research center produces 7 EUs a turn, has 40 hitpoints, and may not be rebuilt if destroyed. It may not be targeted unless Hanover has been destroyed.

Custom technology available for research

Panther tank. (May not be researched before round 3.) Researching this technology causes the following to happen: 1) you automatically receive the techs battle tanks level 1 - level 4; even if you do not have the prerequisites for those techs. 2) Your battle tanks receive +1 to hitpoints. 3) You may build battle tanks for 7 PUs each. 4) Each additional battle tank tech costs one less EU to research. Cost: 7 EUs. 

King Tiger. (You must have previously researched Panther tank and battle tanks level 7.) Researching this technology causes the following to happen: 1) You automatically receive the techs heavy tank level 1- level 3, even if you do not have the prerequisites. 2) Each additional heavy tank tech costs one less EU to research. Cost: 4 EUs.

E-series tanks. (You must have researched Panther in a previous round, and it must be round 6 or later.) Medium tanks (E-25s) now cost 4 PUs to build, battle tanks (E-50s)cost 6 PUs to build, and heavy tanks (E-75s) cost 10 PUs to build. Heavy tanks receive +2 to hitpoints and +1 to land combat value. Cost: 7 EUs.

Me 262. (May not be researched before round 4.) Researching this technology causes the following to happen: 1) You automatically receive jet engines levels 1 - 5, jet fighters levels 1 - 5, and jet fighter-bombers levels 1 - 2, even if you lack the prerequisites for those technologies. 2) Your improved jet fighters receive +1 to hitpoints. Cost: 9 EUs.

Max levels of general technology Germany may research

Land: Infantry 11, artillery 5, medium tanks 7, battle tanks 8, heavy tanks 9, combat 5

Naval: destroyers 1, cruisers 2, carriers 1, battleships 1

Undersea: undersea 9 

Air: piston engines 7, fighters 7, dive bombers 7, torpedo bombers 7, strategic bombers 7, jet engines 10, jet fighters 10, jet fighter-bombers 8, flying wings 9.

Other: nuclear tech 7, rockets 15, radar and sonar 9 

Starting resources

8 industrial cities (all level 1; including Paris, Rome, Bucharest, and five inside Germany proper). 13 Manpower points. (Including 7 from Germany proper, 1 from Italy, 2 from Romania, 1 from Hungary, 1 from Finland, and 1 from Baltic States.) Territory income of 35. A level 3 rail network with its hub in Berlin.


U.S.S.R.

Units available for production

Land: regular infantry, artillery, medium tank, blockhouse.

Naval: destroyer, cruiser, battleship, transport.

Undersea: submarines.

Air: fighters, dive bombers, torpedo bombers.

Starting Technology

Combat 1, medium tanks 3, piston engines 1, fighters 1, dive bombers 1, torpedo bombers 1.

Bad morale. Soviet infantry receive -0.3 to their land combat value. 

Ilyushin Il-2. Soviet dive bombers receive +2 to hitpoints.

Wartime economy. During the research and industrialize phase, the U.S.S.R. may upgrade three of its ICs for free. ICs upgraded this way may also be upgraded through the expenditure of EUs. This benefit only lasts the first three turns of the game.

Global Marxism. The Soviet Union does not liberate its allies’ territories. Any territory occupied by Soviet forces is added to the Soviet Union, regardless of the identity of its original owner. Territories which once produced manpower points for non-Soviet Allies do not produce manpower points for the Soviet Union. When non-Soviet Allies conquer territory that had started the game as part of the Soviet Union, that territory reverts to Soviet control.

Lend-lease. During the place new units phase of the Soviet player’s turn, all non-Soviet Allied units on Soviet soil (except for infantry) become Soviet. Non-Soviet Allied infantry on Soviet soil are disbanded. The Soviet player receives 1 PU for each light infantry disbanded and 2 PUs for each regular infantry disbanded. 

If the Soviet player receives lend-lease units lighter than the ones he employs, follow the instructions in the tech tree on how to convert those light units into heavy units. For example, if a Soviet ally sends light tanks as aid, while the Soviet player uses battle tanks, follow the instructions in the tech tree on how to convert light tanks into medium tanks, and medium tanks into battle tanks. Similarly, if a Soviet ally sends the Soviet player a heavier unit type than the one he employs, follow the tech tree instructions in reverse. For example, if Britain or the U.S. sends the Soviet player jet fighters, the Soviet player receives two piston fighters for each jet fighter. For each jet fighter-bomber the U.K. sends, the Soviet player receives two dive bombers. 

The U.S. and Britain may not donate strategic bombers to the Soviet Union via lend-lease, or land or unload strategic bombers onto Soviet territory.

Anti-capitalism. Non-Soviet Allied aircraft are not allowed to fly over Soviet airspace or land on Soviet soil. However, Allied transports may unload fighters, dive bombers, torpedo bombers, and jet fighter-bombers onto Soviet soil. Such aircraft will then become Soviet via lend-lease. 

Infiltration. Starting in round 10, the Soviet Union may steal one technology per turn from the United States. The U.S. must first research the tech before the Soviet Union can steal it. The Soviet Union must have the prerequisites (if any) for a technology before it can steal it. For example, it may not steal medium tanks level 6 until it has researched or stolen medium tanks level 5. The Soviet Union may not steal American industrial strength, rapid industrialization, General Patton, focused bombing effort, Los Alamos research center, P-47 Thunderbolt, or cooperation. However, it may steal techs which it is not ordinarily allowed to research, such as infantry level 7 and P-51 Mustang.

Custom technology available for research

Improved artillery manufacturing. (May not be researched before round 3.) Reduces the cost of artillery units by 1 PU each. Cost: 4 EUs.

Simplify the T-34. (May not be researched before round 3.) Reduces the cost of medium tanks by 1 PU. Cost: 4 EUs. 

Max levels of general technology the U.S.S.R. may research

Land: infantry 6, artillery 5, medium tanks 7, battle tanks 8, combat 5.

Naval: carriers 1.

Air: piston engines 7, fighters 7, dive bombers 7, torpedo bombers 7, strategic bombers 7

Other: Rockets 1, radar and sonar 9

Starting resources

7 industrial cities (all level 2), 24 MPs, territory income of 30, a level 2 rail network with its hub in Moscow, and a level 1 rail network with its hub in Novosibersk.


U.K.

Units available for production

Land: regular infantry, artillery, medium tank, blockhouse

Naval: destroyer, cruiser, aircraft carrier, battleship, transport

Undersea: sub

Air: fighter, dive bomber, torpedo bomber, strategic bomber

Starting technology

Radar and sonar 4, Medium tanks 2, Combat 1, piston engines 2, fighters 2, dive bombers 1, torpedo bombers 1, strategic bombers 2.

Cooperation. British trains may travel through American territories as though they were British territories.

Focused bombing effort. British strategic bombers may only land in British or American territory. They may not be donated to the Soviets via Lend-Lease.

Bletchley Park. The UK has a research centre in London. This research centre produces 5 EUs a turn, has 40 hitpoints, and may not be rebuilt if destroyed. It may not be targeted unless London has been destroyed.

Max levels of general technology the U.K. may research

Land: infantry 7, artillery 7, medium tanks 7, battle tanks 8, combat 3

Naval: destroyers 3, cruisers 3, carriers 1, battleships 3

Air: piston engines 7, fighters 7, dive bombers 7, torpedo bombers 7, strategic bombers 7, jet engines 10, jet fighters 7, jet fighter-bombers 2.

Other: rockets 1, Radar and sonar 9

Starting resources

3 industrial cities (level 9), a territory income of 22, 6 manpower points (2 from the U.K., 1 from Canada, 1 from South Africa, 1 from Australia, 1 from India). A level 3 rail network with its hub in London. A level 2 rail network with its hub in Toronto. A level 1 rail network with its hub in Bombay. A level 1 rail network with its hub in Sidney. 


U.S.

Units available for production

Land: regular infantry, artillery, medium tanks, blockhouses

Naval: destroyers, cruisers, battleships, aircraft carriers, transports

Undersea: submarines

Air: fighters, dive bombers, torpedo bombers, strategic bombers

Starting technology

Combat 1, Infantry 1, Medium tanks 2, Radar and sonar 3, piston engines 1, fighters 1, dive bombers 1, torpedo bombers 1, strategic bombers 2

Cooperation. American trains may travel through British territories as though they were American territories.

Focused bombing effort. American strategic bombers may only land in U.S. territory, Canada, or Great Britain. They may not land in non-Canadian British territory other than the British home islands. They may not be donated to the Soviets via Lend-Lease.

General Patton. The U.S. owns an infantry unit with a size of 0 and a combat value of zero. This unit cannot be targeted by the enemy, but is removed from play if the American land force he accompanies is completely destroyed in combat. If General Patton accompanies an attacking American land force, the effective level of the defensive terrain is reduced by three. If he accompanies a defending American land force, the effective level of the defensive terrain is increased by one.

Late war entry. The U.S. begins the game with 30 unspent MPs.

Rapid industrialization. It only costs 1 EU to upgrade an American industrial city by one level.

Wartime economy. During the industrialize phase, the U.S. may upgrade four of its industrial cities for free. ICs upgraded in this way can also be upgraded through the expenditure of EUs. This benefit only lasts the first three turns of the game.

Custom technology available for research

American industrial strength. American ICs may now be upgraded to level 20. Only ICs which began the game under U.S. control may be upgraded past level 10. Cost: 7 EUs.

Los Alamos Research Center. (May not be researched until round 2.) For 5 EUs, you may build a research center in the Southwestern United States. This research center produces 5 EUs a turn, has 40 hitpoints, and may not be rebuilt if destroyed. It may not be targeted unless Los Angeles has been destroyed.

P-47 Thunderbolt. (You must have researched level 7 dive bombers first.) Your dive bombers now have a strategic bombing value of 1, and receive +1 to their hitpoints and +1 to land combat value. Cost: 2 EUs + 1 PU for every dive bomber you own.

P-51 Mustang. (You must have researched level 7 fighters tech first.) Your fighters now have a range of 6. Cost: 3 EUs, + 1 PU for every fighter you own. Note that if you decide to convert your fighters to jet fighters, their range will be reduced to 4. America’s fighters can be range 6 piston-driven aircraft (Mustangs) or they can be range 4 jets (Shooting Stars). 

HVAR. (High Velocity Aircraft Rocket, a.k.a. Holy Moses. May not be researched before round 5.) American fighters, dive bombers, and torpedo bombers receive +1 to their land combat values, and +0.5 to their anti-sub values. Cost: 5 EUs. 

Sherman tank. American medium tanks cost 4 PUs to build. Cost: 3 EUs.

Max levels of general technology the U.S. may research

Land: infantry 7, artillery 7, medium tanks 7, battle tanks 8, combat level 3

Naval: destroyers 3, cruisers 3, battleships 3, aircraft carriers 1

Air: piston engines 7, fighters 7, dive bombers 7, torpedo bombers 7, strategic bombers 7, jet engines 4, jet fighters 2.

Other: Nuclear tech 7, rockets 1, radar and sonar 9

Starting resources

7 industrial cities (all level 2), territory income of 30, 10 manpower points. In addition, the U.S. has a level 4 rail network with its hub in Chicago. 

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